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Tiny Town Tower Defense's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #74 | 3.771 | 3.771 |
| Overall | #113 | 3.743 | 3.743 |
| Mechanics | #116 | 3.514 | 3.514 |
| Music | #146 | 3.543 | 3.543 |
| Story | #154 | 2.886 | 2.886 |
| Sound | #196 | 3.229 | 3.229 |
| Aesthetics | #273 | 3.543 | 3.543 |
| Theme | #318 | 3.257 | 3.257 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Unit Sprites: Created with https://pflat.itch.io/lpc-character-generator, Tileset: https://schwarnhild.itch.io/basic-tileset-and-asset-pack-32x32-pixels, Towers: https://free-game-assets.itch.io/free-archer-towers-pixel-art-for-tower-defense. Arrow firing sound: FX_bow&arrow.wav by Lydmakeren -- https://freesound.org/s/511490/, Bloody Blade 2.wav by Kreastricon62 -- https://freesound.org/s/323526/, Fireball firing sound: Fire Magic by qubodup -- https://freesound.org/s/442872/, Tower collapse: Limp Mass Hit Floor by BewareOfTheElmo -- https://freesound.org/s/739009/, UI box pieces: https://kenney.nl/, Padlock sprite: https://karsiori.itch.io/pixel-art-padlock-pack-animated, Title/menu music: https://tommusic.itch.io/free-fantasy-sfx-and-music-bundle (The Wilderness), World music: https://fictium-sound-design.itch.io/free-fantasy-music-pack (The Arrival of the Myrmidons), End screen (defeat) music: https://fictium-sound-design.itch.io/free-fantasy-music-pack (Tiny Warped Town), End screen (victory) music: https://fictium-sound-design.itch.io/free-fantasy-music-pack (Melandrach Eran)
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Comments
This was so much fun! My daughter and I played the whole thing, great game loop. Absolutely love that there was music and SFX! One of my favorite so far. Well done!
Fun game! I enjoyed the reverse tower defense concept
This was good! Fun way to strategize with which units to bring! It took me a while to figure out that the wizard towards did splash damage to my units, so since I could only bring 5, it might have been good to display some information like their health since they would often overlap and I could not tell who had what health. This way, it would be easier to see all their health going down from splash damage and adjust my strategy.
One suggestion I have would be to lean into one way or another - either if the player can only watch, making some QoL changes to speed things up since I found myself getting annoyed at having to repeat the last level a few times to grind some of my characters to a high enough level to win.
Or option two: if the player should be involved, making some way for the player to interact / command/ or assist the 5 units somehow. Some ideas would be a fire / freeze spell, commanding which units should be up front so they dont clump for splash damage, etc.
Some minor bugs: sometimes the sprites would get stuck in their end state for an attack and slide across the ground. Sometimes a fireball would appear from my wizard or their wizards and just freeze on screen and disappear.
Otherwise, great job putting this game together- this was great!
Strange... the wizard towers aren't supposed to be doing splash damage. That sounds like a bug.
Oh really? I could be wrong, but it did seem like all my units health were depleting each time the wizard towers attacked - this could be another possible benefit with adding a streamlined way to show information - it could help with testing out a few thigs and see if this is the case or not
No, I think you're right. If they are all bunched together, they are probably all taking damage. But it's not supposed to be that way :)
Haha, it could be an unintentional mechanic - it made me think of a different strategy, so it wasn't a bad thing! But I get it if that is not your intention / hope for the game. Still a fun one nonetheless! I had fun trying to beat all the levels!
Love it! Rare to find the "reverse tower defense" style games, and permanent upgrades are great! I did notice a bug where upgrading the warriors seemed to also raise the archer level as well, and upgrading the archers did not raise anything, though this may have purely been a visual bug.
I really like the take on "tiny world" being a tiny world seizing back its right to be its original size. Great work!
I'll take a look at that, thanks for letting me know
Good game overall. It was a pretty fun twist on a tower defense.
This was really fun to play. Archer power creep was super satisfying lol
Awesome work on this. Clean and simple. I wish there was something I could do during the tower sieging. Otherwise great job on this. Feels good, nice upgrade system. Warriors need to shield more of my wizards (joking on this one...but not :P).
Hey, nice game. I like the reverse tower defence game! attacking the towers instead of defending.
I feel like maybe you shouldn't earn more credits endlessly on the same level - there could be a maximum amount available to earn from each level maybe? congrats on a good game
Yeah, restricting people from upgrading more than once per level was something I wanted to do, but just ran out of time. Doing a game jam with a full-time non-game-dev job is tough :)