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A jam submission

Sticc Tower DefenseView game page

sticc.
Submitted by A Plumber to the Past — 2 days, 16 hours before the deadline
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Sticc Tower Defense's itch.io page

Results

CriteriaRankScore*Raw Score
How well did this game execute its ideas?#162.7502.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • It's a functioning tower defense game. Unfortunately, the execution isn't great. Because the enemies increase in power, making new units becomes pointless after a point so once you've got your initial set up, it starts transitioning into a not great FE Defend map. Tower defense is a decent idea for the engine, I'm just not sure this was the way to go about it.
  • Sticc Tower Defense, as the name suggests, is based on Tower Defense games. While the foundation of the TD system is there, the execution was poorly handled. For starters, you get a pick at the start of the game of using an Archer and a Melee unit, without exactly knowing what was the real use of them. Once you are in the map, and start checking it, it's a 3 way map that converges into a single road to the base. To make it worse, rather than "Waves" it's just a map of reinforcements EACH TURN for about 15 turns, which around the midpoint the map gets overwhelmed by a huge army of STICC. The worst part is however: the unit balance. Archers are pretty much useless (low damage 2-3 range and can't move) while Lumberjack and Gryphon Riders are unstoppable once they leveled enough. Also, the STICC wizard are much stronger than the archers, and can safely attack other units without the fear of retaliation, not to mention they deal dangerous damage. Another thing worth to mention is that you can block the main road with 3 units and just hold the ground by passing turns. And lastly, the final boss can be cheesed spectacularly hard by buying 4 damage items from the shop and sniping him from far with the recruiter. Despite the criticism, not everything in the project is irredeemable. The presentation was charming (I find stickmen kinda charming and these are indeed) and the unit recruiting part was simple, but effective. Overall, the game has charm, but the poor balance and lack of wave management does harm this entry more than it really deserves.
  • I liked this submission a lot. In particular the pacing was great. It's clear that it was playtested a significant amount. Seemed like it ended right when I was starting to get bored, which is good. My main issue with it is that the tower defense aspect could have been executed better. The only units that felt like tower defense units were the archers, but they were easily the worst player units as they could only do about 1/3 of a single enemy's health per turn (even less in the later waves). In this sense I feel the submission became a bit too Fire Emblem-y and I don't think this is what the creator was intending. My strategy was to get the 3 pegasus knights and wall the enemies, much like a normal defense map in FE. I did think the moving boss at the end was a fun challenge. He was actually pretty threatening. There's been a lot of attempts over the years to make tower defense in FE. This is absolutely one of the better ones as it doesn't fall into the trap of becoming boring. However, it still feels more like FE than tower defense.

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Comments

Submitted

I had fun playing this! I really liked the super serious opening scene with the Fire Emblem style drama followed by all the enemies just being stickmen, made me laugh. Thinking about unit placement and such felt pretty engaging, and I liked the item and unit descriptions. The boss spawn removing all the existing units felt a bit weird, since there were dozens of enemies on-screen, and archers feel pretty inferior to axemen, especially since it's so hard to make them promote. I feel like it would've been fine to give them 3 or 4 movement before promotion, just so you had more ways to deal with mages other than rushing them down all at once.

Paige is best girl.

Developer

Thats great that you had fun playing it! I decided I wanted to have my own personal twist on stuff, so I just did the only thing I could animate - stick figures. 

The boss getting rid of every unit besides what i consider the royal guard in wave 14 is because I felt it might be too difficult if I didn't, but I wasn't sure. Maybe I could've just made it so units from the last 5 waves were on the field. Balance overall I felt like was pretty bad, I don't have mich experience game making, amd especially with balancing units. Archers could be better, I feel like I maybe could've given them more base strength? I did try giving them a 150% str growth to compensate but it didn't seem to work too well it seems. 

Good, any other opinion is wrong.

Submitted

Just finished it, Paige MVP solo'ed the boss in 1-turn lol.

I think her skill is a bit too powerful, maybe makes it 150% instead?  Also experience potion don't seem to work, pr maybe I haven't understood it?

Other than that, the game is stuck at End screen, I couldn't do anything to get back to main menu. I think you call a save screen or something without getting rid of the BG.

Really like the game concept, the map feels a bit too wide to my taste, but very fun nonetheless!

Developer

I forgot to add it to the description, but you can only use the experience potion if you have health lost. Acts as a full restore and gives +100 exp, as i couldnt figure out how to do just exp. 

I agree that Paige's skill is busted, but I think all of the griffon riders have broken skills, that was intentional, but maybe 150% would be better. Maybe incresing cost to 60 gold to balance as well?

Regarding end screen good to know, Ill keep that in mind for the future, thanks.

 I agree, I think the concept has a lot of potential, but yeah id agree execution was not the best. It felt too easy to me, but i dont really have much experience balancing games yet, and i feel like i shouldve added more enemy movement to make the map feel shorter.