I think I played a few games that also used the "reversed tower defense" idea, however the way that every dev executes it is quite different. I like the BGM choices and simple pixel art visual style!
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Defence Crash's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2296 | 3.214 | 3.214 |
Enjoyment | #2565 | 2.843 | 2.843 |
Overall | #2771 | 2.986 | 2.986 |
Creativity | #3487 | 2.900 | 2.900 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You play the opposite role in a tower defense game, sending mobs in to avoid the towers
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
The concept is great, the art style is also pretty nice. The difficulty should be a bit more balanced, and I think the player should be able to influence the towers' attack properties for a more dynamic gameplay loop. Overall, it's a pretty cool game!
Incredible visuals, very nice and "dramatic" music, loevly concept. As others have said more action from the player could be game a bit (maybe debuffs on towers, to deal less dmg or freeze them for period of time) and that I got into never ending cycle of towers killing my guys and not having any way to come back.
Still the game brought back to me memories of Warcraft 3 custome maps which is great :D This feels like one of those concepts that could be pushed into full game.
interesting concept. Maybe adding some action the units can perform can add some depth to the game (just an'idea). Good job!!!
I liked the minimal styled look of the game. Also the little detail where the arrows get stuck in the characters reminded the times I had in Elden Ring, LOL. That was so cool. Good Job!
Feel free to hop into my game as well and share your thoughts and ratings, If you have the time!
Pretty fun! Only minor changes I would make is maybe a charges system for spawning certain enemy types or a limited rate you can spawn troops at that's pretty low, so you can have a swarm like in the other games of this genre, a UI pop-up when you hover over the attack types, such as how much damage they deal, health, and speed, and some method of gaining money when you are in a bad spot, because if you physically cannot get a object through (particularly in the third level), you have no way to progress. This is great work! These are just nitpicks to be honest, it's great the way it is.
The concept is nice, I admit it is not the kind of game I love but I feel like it is sad that it is always the "same"
Also, as you don't really have a challenge, it could have time or something else that makes you loose
Fun concept, I will admit that I have played a couple of games like this in the jam. I'm not sure if I can actually lose this one? Seemed to just keep going until I won.
Well done, not my vibe. But I can see how it being fun for those who like these types of games :)
What a cool concept! Loveeee the art style of the game, well-done!!
Nice execution of the concept - I think the biggest hurdle is how to deal with AI turrets, and your solution was pretty elegant, make them miss randomly. I think the one thing it really needs is more player decisions, but that's def a tricky design question. Oh, and throw your musician kudos, that was a sweet track!
Nice tower defense game. Although it seems like the things i was spawning in were so fast that they would just walk past the towers without taking any damage. Was that supposed to happen?
Fun game! Though I was relying a bit too much on trial and error for the various creatures/towers, would've loved a way to see what they did before I had to send my minions to certain doom:')
This is really cool, I like the idea. Seems like there's a lot of potential for strategizing. I got up to the Plains level but it was really hard from there haha.
Interesting. For the later levels, my strategy was mainly spawning only the blue books or just the carpets, and then spawning the minotaur in the very end when I had enough money.
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