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Move the Tower!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #684 | 3.938 | 3.938 |
Overall | #1357 | 2.979 | 2.979 |
Design | #1432 | 2.563 | 2.563 |
Originality | #1775 | 2.438 | 2.438 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It's a cool prototype! i like the idea that the tower can move~ if you work on this more after the jam maybe you can make it look more like a tower and have a character or tank push/pull it. Great job making this in 48hours! please check out my entry if you have time, good day!
I like the concept! Scored 23 on my first play thru and 32 on my second.
For me the overall gameplay felt a little slow to really feel exciting . Also the bomb weapon powerup didn't seem that great of an upgrade and I seemed to die faster if I tried to use it (unless I'm using it wrong?). Nice that the laser can shoot through multiple enemies. I like the sound effect you chose for the laser by the way! Thanks for automatically giving the powerup instead of making me pop open a menu.
One thing that wasn't immediately clear is since the bullet autofires, I thought the laser would autofire too. Then I was sitting there thinking "Wow this laser has a really long recharge time".... until I realized I had to click the laser button each time I wanted to fire it. Same for the bomb. I'm not sure how that could be addressed, maybe a change in the UI or automatically having the attack default back to bullet after clicking to fire a laser or bomb?
Another weird thing I noticed is it seems if I park in a lane I also just hold back whatever enemies are there (at one point I was holding back 3 enemies with my tank while using laser).
I like the choice of having slow and fast tanks, it makes for some tricky split second decisions of which one you should focus down first.
Thinking back on it, the main thing I'd like to see is just faster gameplay! I feel like (for me) if you increased the player movement speed, enemy movement speed, and fire speed by 25-50%, it would all feel a lot more exciting. Impressive work for only 24 hrs
I've implemented some of those suggestions on https://jynus.itch.io/move-the-tower-11 (out of the competition). Now certain enemies shoot back! Let me know if that is a step in the right direction. Thanks for playing my game!
> I thought the laser would autofire too
It does- if it didn't then you suffered a bug or something else strange. Check the updated version above!
> I also just hold back whatever enemies are there
That is actually a valid strategy! To "punish" the player, I have implemented "melee" damage per second if too close.
Interesting, because you're only managing linear events this almost has a type of "idle game" appeal.
Maybe I didn't get far enough, but I would've liked to more types of enemies. Best thing to do is to counter the player's main behavior. So if you had fast missles that the player wants to dodge instead of trying to be in the same lane as, it adds a little more spice.
I implemented enemies shooting back at https://jynus.itch.io/move-the-tower-11 (out of the jam competition) -let me know if that works better for you! Thanks for playing my game!
Good concept feels to rng based as having to move the entire way across the map can kill you through no fault of your own
Yes, with more time I would like to implement proper "hand-made" levels with a nicer difficulty curve. Maybe also increasing the player speed and/or making that an upgrade. Eg. "Do you want a new weapon or a speed boost?" The lack of time meant hiding the lack of hand-made content with random generation for "infinite" gameplay, which sometimes lead to very difficult stages. :-D
Perhaps the player gets three instant moves doesn't really solve the problem but the players feels less cheated
Thanks for playing, those are very useful suggestions! Will try to update it with those after the jam.