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A jam submission

Only One Tower: DefenseView game page

Submitted by Sonderbo — 7 hours, 56 minutes before the deadline
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Only One Tower: Defense's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#1624.4784.478
Overall#6523.6673.667
Originality#8773.5223.522
Design#10373.0003.000

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Interesting idea! Really changes feeling while playing tower defence.

But a firepoint often means more then bonuses types. And there is not many spots to choose from. Maybe it would be more flexible, if there were more spots to fire from, but not every spot would give you a bonuse.

Submitted

Funny game! Quite random sometimes concerning the position and the bonus (so if you are unlucky you have little chance), but after the second attempt I succedded.

I did not see upgrades for fire rate, it could have been a good idea.

(1 edit)

This is a really great game! its got some really surprising replay-ability. the first game, i didn't realize the upgrades stacked, so my next game was very different. another contributing factor to this replayability is the random spawns of each upgrade (although, i think there's a bug with the 'reload speed' spawning, i never saw it).

I could totally see this being a full mobile or flash game if you added a few maps, different modes, and cleaned up some of the animations/graphics. Awesome job!

Edit: oh yeah i forgot, there really needs to be an indicator of the tower's range (other than the number) and some way to tell what level each plane is.

Submitted

Awesome! There's definitely some bugs and I'd have liked the piercing places to be aligned more strategically. The small angle skewed my plans! A way to make it faster would have been nice too.

Submitted

I made a tower defense game for this jam as well, although I went with a slightly different mechanic.

I like the design choice of placement determining upgrade.  I encountered the same issue someone else mentioned, which was the shots missing.  I had this problem in my game too.  I mostly fixed it (I don't think it's entirely fixed) by leading the shots depending on the dot product between the forward value of the weapon and the direction of travel of the  target (the closer they are to 1, the more the shot needed lead).

Great job on the game!

Submitted

I really like having to choose between good positions and upgrades. The risk reward mechanic was really nice. I lost a few times because I was greedy and wanted a good upgrade but the positioning was bad. Very nice!

Submitted

Interesting concept! You would think that limiting a tower defence game to only having one tower would remove the satisfying build-up of power that characterises the genre, but having you reposition the tower and gaining stats successfully helps mitigate that!

A problem I found was that sometimes the tower misses shots due to the bullet travel time. This could be fixed by either:

  • Having the bullet go extremely fast (and leaving a trail behind it so you can see it).
  • Having the turret "hitscan" the closest enemy and damage it (but it would remove the piercing mechanic and that would be sad).
  • Having the turret calculate where the enemy will be when the bullet reaches it and fire there (but that would require some sick trigonometry tricks on your part).

All in all, this is a neat game, thanks for making it!

Submitted

I agree about the missing issue. They could also fix it by having power ups that increase bullet speed or its hit box size?

Submitted

Very original!

Submitted

Very cool idea! From the very beginning it was not very clear that all upgrades are permanent, but I realized this after several rounds. What is missing is a tower range indicator.