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A jam submission

ARX SIMULACRUM - Tower Defense (Crayta)View game page

an a-maze-ing tower defense
Submitted by ephemerald — 3 minutes, 44 seconds before the deadline

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ARX SIMULACRUM - Tower Defense (Crayta)'s itch.io page

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Comments

Submitted(+1)

Alright so I love these kinds of tower defense games. They're the bomb in the starcraft 2 arcade.

However, my plans to create a maze for the enemies has been foiled by the enemy shapes traveling outside the edge of the map.

I'm not clear on what the different shapes do exactly, I was just spamming triangles (to not much success). 

It looks like the "click on the tower to view more information" feature is either not working at all, or always returning CircleTower information. 

I really love the animations on the towers when they attack. It's such a nice polish that makes the map seem a lot more alive.

I think using the neon letters as enemies is hilarious, too. Just a really novel idea.

This game is going to be legendary after another round of work, seriously. Crayta needs these kind of games.

Developer(+1)

Thanks! I'm really excited to get an update together - as always, my vision for this was far greater than I could achieve in time. Already have done some big performance fixes... I grew up on WC3 custom maps and tower defenses were my particular favorite there [pretty sure SC2 arcade ones are largely descendants of that scene], the existence of "tower defenses" without mazing have always felt a little empty and lacking to me. I have lots of plans that I hope can indeed make this legendary :)

I'm really proud of the tower attack animations and glad you noticed! Those kinds of polish details are something I love doing and possibly spend too much time on in jams... I intended to have the towers have very obviously different functions, but, uh, confession time: the game only had the triangle tower and the o enemy until like 15 minutes before the deadline 👀 circle tower is cheaper, attacks faster, and deals less damage (but probably too much), square is more expensive, slower attacks, and deals more damage (but probably not enough). 

The click for more info feature is something in dire need of a complete overhaul, I meant to disable it tbh but it didn't happen in time. I'm not sure how enemies got outside the edge, I'll have to look into it. The B and C enemies letters are oversized and uncentered so I could see it looking like they're moving out of bounds, but that doesn't sound like the issue you had... do you remember what edge they were misbehaving on? Might help me track it down.

Really appreciate you checking it out and the feedback! 😁

Submitted (1 edit) (+1)

The idea behind it is great, it very easy to understand if your someone that skips guides and any text to read, which is always an added bonus.


There was a couple of bugs, no more so when I tried to start a new game I was unable to place any defence, but considering this was made in the jam period it's really great work 


Look forward to seeing what the future holds for arx

Developer

Thanks! I was really wanting to make sure it was a game with no guidance needed, though the actual more in depth mechanics I was planning to add to fit the theme better didn't make it in, and those probably would've needed some explanation...

Definitely think I bit off a bit more than I could chew for a jam in terms of technical problems, on one hand, but also it's the most technically sound game I've made in Crayta on my own so I'm pretty happy with it! Curious what caused the bug you're talking about, there was an issue I thought I solved where the trigger that controls whether or not you can place wasn't spawning in correctly. 

I did realize I could overhaul the game to make it more performant so I started work on that already, looking forward to turning this into what my vision for it was 😁