This game looks really professional. Some more levels, and this could easily become a full game release, well done!
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Tower Attack's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #639 | 4.029 | 4.029 |
| Overall | #1011 | 3.625 | 3.625 |
| Creativity | #1469 | 3.587 | 3.587 |
| Enjoyment | #1471 | 3.260 | 3.260 |
Ranked from 104 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?
The game flips the Tower Defense genre on it's head. YOU are now the horde!
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
Looks and feels awesome! Idk if i was doing something wrong but some tanks on the second level went to the other base instead to the enemy one, but overall enjoyed the game!
Really unique gameplay that required actual strategy! I got a bit confuse of how each tile work at first, but overall the game is sooo polished, great job!
very fun genre inversion, I like that the immediate obvious choice is to build the path away from the towers, and as more get placed that becomes less of an option and it's more about finding the fastest and least damaging route.
Your path laying and tank AI are really solid, definitely struggled with that in my entry!
I actually love the concept of this game, and looks really well polished on top of that!
I have a feeling the second road type is not very useful however as I find the game quickly becomes essentially upgrading roads to ice on the areas that have the most tower coverage.
I like the idea that specific colored tanks cant be targeted by towers of that color but there isn't much way to abuse that mechanic with the tank spawns being random so on multi-lane maps you're sort of praying for RNG. Having ways to control and filter the flow would be fantastic imo.
Tower spawns being based on where the roads are also leads to wanting to place dummy roads in far away areas to reduce spawns in areas where they actually make a difference, which leads to a potential strategy of destroying and rebuilding roads to prevent towers from spawning on their path, which might and might not be intended strategy.
Overall a really creative idea that can lead to some crazy potential given enough time to cook!
loved the road building mechanic and the different road types!! super creative and fun and i loved the tower shooting sound effects too
Very clean style with the art and music! Even your sound effects were very complimentary to the overall vibe of the game. The concept of being the one to build the roads was unexpected! You would have thought a game like this would have been focused on choosing the troops to send (something like Age of War), but the roads was very unique! I would have loved to see more variation or disrupting factors to make me think more, but I understand the jam's time limit can be constraining. I did like how the maps changed after each level! Overall, great job! :)
It seems very easy to softlock yourself. I was able to start the wave with nothing in place and the game didn't work for the rest of the time. I also ran out of money before completing a path. Maybe have a path already there so that this doesn't happen?
super clean visually, the gameplay is very fun, and its a nice take on the "Tower Attack" genre. great work
A rather interesting concept, indeed. I take great pleasure in playing this game
I really like how you need to change the roads to avoid towers instead of spawning enemies. One thing I think would make the game even better would be some sort of money counter so that the players could track how much more road thay can create.
Oh, now I've looked at the screenshots and they show total money and cost of each road. I guess this must have been a bug on my browser. :/




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