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Siege the Fortress's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1264 | 3.667 | 3.667 |
Enjoyment | #2091 | 3.026 | 3.026 |
Overall | #2173 | 3.197 | 3.197 |
Creativity | #3493 | 2.897 | 2.897 |
Ranked from 39 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?
Its the reversal of the genre tower defense
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Great concept and style. Some details like disabling colliders when an enemy is dying or having multiple paths towards the objectie would make it play much smoother IMO.
Pretty fun concept, but there's definitely some balance issues.
I found more often than not, my units would get stuck on a corner, then an enemy's bullet would snipe 2 of them at once, which made rounds snowball into impossibility. I also encountered a bug where the game was permanently in the Preparation phase and would softlock after I sent out units.
It's a great start though! Hope for the best if you decide to expand on this!
Really enjoyed it! You already mentioned the balancing issue, not sure I have any other comments. Nice job!
Nice art style and music. The game play is really good. Though the text is kinda hard to read. Good game overall. Great joob!
i loved the art and music quite alot. the mechanics also seem pretty solid except my troops had alot of difficulty getting around corners and it wasnt clear if it was intentional or not (since they kept jittering in place) the game also needs to be more balanced, apart from that, really great game!
A nice idea and simple, but very well fitting music. It was a bit difficult - but maybe this is also part of the roles reversed thing ;)
I tried a lot of different combinations of troops but couldn't find a way past the towers. It would be cool to be able to send troops while the wave is already running, so they can be send out with a little distance between each other and counter AoE.
Graphic assets reminds me Baba is You, I liked that style! Troops' movements feel so fluent, I really liked it. Movement is just not basic grid movement. Well done, it gives life to this game. Also when you spawn troops, their offset is little bit off, not like chess pieces. And I really liked this too because it looks like they are real troops.
Like others said, this game needs balancing. But I managed to pass 2nd and 3rd levels. I just couldn't pass 1st level when fire pit came and started giving AoE damage and killing them all at the same time. I think your game always have 2 or 3 paths for troops like later levels in game. It adds some much depth and strategy into the game. 3rd level was my favorite! If you are going to make after-jam version (and I think you will because you wrote that at the end of the game), firstly start increasing health of snake unit. Because they just take one or two projectiles and they're gone. Because of that I rarely used snakes.
Overall, you nailed it, really good gameplay! Just needs some polishing meta-wise. Graphics, gameplay and sounds is already good enough for my taste. I'm looking forward to after-jam version!
I like the graphics and the music, very nostalgic, reminds me of old games that i played in a childhood :)
The game still needs more balancing tho, i couldn't pass the first level :(
Also i would add some more dynamics like let the player spawn dudes after a wave started
I wish I could configure order when my troops are starting to run. However, it's a good concept.
Hey this is a really neat concept! I like that there's a whole logic with the patterns of attackers
Quite a nice attempt at a reversed tower defense game. I love the idea and the general vibe, although it was a bit too hard for me. But you’re already aware of the balance issues, so overall, I enjoyed it!
Interesting concept. It could have been a bit more balanced but you have already said about that so no complaints. Pretty solid game overall!
A nice take on a the anti-tower defense game. I like that it is more puzzle based and wants you to think about unit compositions a bit more. It is super hard but also that makes getting a hit on the fortress feel like quite the achievement. I think with some extra work and some balancing it will really shine. I think if the Golum was made a bullet sponge that drew enemy fire or was slightly faster it would really do wonders for the game. Thank you for sharing. I had fun.
Great aesthetic, despite the difficulty I had fun trying to overcome the obstacles with the control I had over the troops. I was unsuccessful but it felt like I could organize my stuff better which is a good thing
One of the better made "you are the enemies in a tower defence" game I've seen yet. It nice that you can decide how to send the enemies in different batches, makes for increased strategic depth. The levels are unbalanced and there is a lack of sound effects but otherwise it's pretty good!
the aesthetic fits the game really well, the game is on the harder side and I wish there is a bit more variety for the troops. Regardless this is a pretty well-polished game within the timeframe. Nicely done!
Wow this is a tough game! I really like the puzzle-like nature of trying the right units to solve a particular setup of towers, but I think this would be better off as a level-based game rather than slowly getting harder as it went on (I can't even beat the earliest level before it gets too hard for me to beat it)
Very nice concept. Could stand a reset button for those who wish to start over.
Looks great and is easy to understand, but hoo boy is it difficult! Well done