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The Necromancer's Tower's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #426 | 3.000 | 3.000 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Great concept! I like the idea, however the only issue I had is that I couldn't tell which enemies were revived. I couldn't tell who I should shoot at.
This seems like the beginning of a good game. Like some of the other commenters, I think it would be a good idea to separate your resurrected enemies from the living enemies. Also, all of the units, both mine and the enemy, got clumped together on the tower, making it even harder to tell which of them were alive attacking me.
Using this as a springboard, here are some ideas for the future:
Great idea, but I can't tell which are my guys vs. enemies. Also the enemies seem to have stopped spawning after about a minute.
I like how you took the concept of a tower defense and add the necromancer tower + click to kill + click to revive theme/mechanics into account.
Even though I did not feel this game as a TD game, I think it has some good elements of action in it.
The art is simple, which is not problem, but I could identify which characters were allied and which were enemies. But I guess it worked, because they were fighting between them anyway (?)
Congrats on your game.
A few minor niggles: I'd love to see a beter display of the creatures I've taken and a wave system that grows slowly rather than infinite, but for a game jam entry, this is pretty good... except for the crash whenever I lose, but I know how software works.
I like the concept here. And there's a lot of enemy variety too. But I think the biggest issue you need to tackle moving foward is feedback. It's hard to tell when a spell works or when it's ready at an instant (the bars help, but not enough). It's also hard to tell the difference between your soldiers and enemy soldiers. Granted, you clearly didn't have time for sound and sound is a huge part of feedback, so it is very understandable. Otherwise, fun concept and fun gameplay. What more could you ask for?
Great idea but I had problems distinguishing my units from enemy units..
Also I get errors when I get a game over. A more polish and this game would be more awesome and fun!
Interesting concept! But I feel that it could have used some more polish :)
Its a cool idea! The concept of a tower defense game where your "towers" are defeated enemies is super unique.
However, its hard to tell which units are yours, and I ended up spamming left click a bunch and seeing what died. Also, its not clear which cool downs are for which abilities. Some better icons might have helped.
Other then that, it was fun! Nice job.
Wow, this is really good!
Add some visualization of which units are yours, and get rid of the errors, and you got yourself a game. Always liked playing necromancers in rpgs.
Neat concept, could be actually stupidly fun when polished.
For now you have to deal with this:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object obj_unit:
Variable obj_exit.<unknown variable>(100011, -2147483648) not set before reading it.
at gml_Object_obj_unit_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_unit_Step_0 (line -1)
called from - gml_Object_obj_unit_pawn_Step_0 (line -1) - <unknown source line>
Thanks for the comment! I'm part of the team that developed the game, and this error cropped up right before the deadline so we didn't get a chance to fix it. I'm pretty sure I know what the problem is, and if people are interested, I can do an unofficial patch and provide a link here.
It's really hard to figure out which units are yours and which aren't. I like the concept :)