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A jam submission

DephantableView game page

A Small 2D Tower Defense
Submitted by jeromiboi — 2 days, 20 hours before the deadline
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Dephantable's itch.io page

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Comments

Submitted

pretty fun game, only thing i dont like is having to click things to get them

there was a bug where a mage in the middle lane just started shooting at the top lane and completely ignored the middle

Developer

Hey thanks for you review! The additional click is intentional, I felt like it would add more action, the player has to do more and might feel more in power instead of just watching an auto battler and getting bored. But it would be good to know if more people dislike the second click.

Yes I do know of that bug but I can't reproduce it on purpose yet. The colliders are probably overlapping in some lane so I might just shrink them and that should fix it.

Submitted(+1)

I beat it! This defense game is insanely fun, better than plants vs zombies in my opinion. The resource management plus towers and waves putting pressure is fantastic and makes for really good gameplay. A tutorial would have helped a little but after losing once I fully understood and formed a strategy to beat it. The demo leaves me wanting for more, so I look forward to what you add next. Great job!

Developer(+1)

Woaah I'm speechless. Can't believe you had so much fun with my little demo but I can promise you that there will be updates! One mechanical thing that might change is the villager recruiting system tho.

Submitted(+1)

Glad to hear! But how did you intend on changing it? I think it works well as is, sell items to get villagers balancing what items you want vs money you need to get more towers/gatherers. If anything maybe a freebie every minute. 

Developer(+1)

Had different ideas I wanted to test:

  • the villager hut gets also a progress bar which
    • fills automatically but fills faster if you pay money
    • fills when you pay money and you get a villager once it's full

i feel like this way it is more transparent when and how you get villagers instead of an unknown timeschedule.
I'm really interested what you think of it or if you would enjoy the current simple concept more that villagers just appear and you have to pay for them.

Submitted(+1)

I will let you know next demo day :)

(+1)

A cute little demo with some great spritework. Definitely a good start for a defense game.

As mentioned mage-stacking is a bit too powerful, but IMO it's due to the short supply of/high cost of villagers. Warriors also seem needlessly bad for the villager loss risk involved.

All in all a good start with endearing pixelwork, I look forward to seeing this game grow.

I give DePhants: Recruit this villager for 50G/10

Developer

Haha nice pun and thank you for your review! Yes I probably need a new system to recruit villagers without worrying about balancing their spawn timer. It's really rewarding that some people like my pixel art so much since it was the most time consuming part of developing.

Submitted(+1)

Really cool idea, fun little game. Dig the art too, good job on that. I think you're aware of what need to be addressed so I'll just say great job and keep up the good work.

Developer

Thank you so much! Yes I just felt after working on it again and again that it might now be fun for others but based on all the nice responses it seems I don't need to worry about that and just keep working.

Submitted(+1)

nice simple concept, a little rough around the edges. I like the art good job if you made it.

Developer

Hey thanks for checking my game out! It's not polished yet and is basically the very first draft to check if it's fun.
Yes I did all the pixel art by myself, glad you like it.

Submitted

Main thing I will say is the screen being a set size isn't good, since I had to scroll and it took some time to do so. Also, it's possible to accidentally lock having everyone working without knowing why.

It really needs to be expanded upon, but it's fun for what it is.

Submitted

Also, putting everyone into Wizards is too strong.

Developer(+1)

The set size problem will be resolved but I'm gonna need time for that.
I don't get what you said about accidentally lock, could you clarify that one for me?

Yes the balancing was not well done yet, I just wanted to participate here to get some feedback so it's the very first version of the game.

Submitted

The resolution size for the game is locked and can't be altered. Like you can't it to be bigger or smaller as a whole. It becomes a problem with people with smaller screens when most of the game isn't visible.

Developer(+1)

Yes that's true. I still need to figure out if it's easier to just set the game on somthing like 800x600 or have multiple options to scale it.

Submitted

Multiple options to scale it would be better for the long term and for multiple users with different screen resolutions. But having the game only at 800x600 is also good.

(+1)

Had a bit of fun.

Feels kind of hectic needing to quickly press buttons in the sell menu.

Also the balancing seems off. I just put a guy into every house and sold everything except potions to put 1 fire dude into every colum.

Developer

Hey thanks for your feedback! Yes the balancing was just quickly done for this demo but it definitely needs more work.

So the game feels overall hectic or just the shop system?

Developer (1 edit)

Since there is no tutorial implemented yet the most important mechanics:

- The only two controls you need are left and right mouse click
- With left click you can add villager to houses and click buttons
- With right click you can remove villager from houses
- ESC insta closes the game

Gameplay:

- You need to find a good balance between crafting weapons, having enough villagers for defending, selling weapons for money, recruiting new villagers for money and upgrading your units with weapons.

Sorry for scaling the unity panel to fullscreen but the game doesn't work on lower resolution than 1920 x 1080