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A jam submission

Tower CommanderView game page

Made in 48 hours for the GMTK Game Jam.
Submitted by OCTOX — 56 minutes, 59 seconds before the deadline
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Tower Commander's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#24532.8852.885
Presentation#28512.9622.962
Overall#28632.9622.962
Creativity#31133.0383.038

Ranked from 26 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?
Instead of being the "God" in a tower defense, you are out on the battle field, managing the towers.

Did your team create the vast majority of the art during the 48 hours?

Yes

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?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted

i enjoy this game! would it be better if you create levels? 

Developer

Thanks!!

Levels were my original goal for the game, though I had to make changes due to lack of time.

Submitted

Pretty tough, especially with the green enemies spawning before we get to upgrade anything. I also wish it were more obvious if a tower is cooling down, or if it overheated, since there’s a delay before towers shoot when you switch, and you gotta wait for that delay to notice if it overheated

Very cool concept however! And the upgrades were fun and satisfying to unlock!

Submitted

The difficulty does jump up quite quickly in the beginning, but otherwise a nice simple strategy game.

Submitted(+1)

I really enjoyed this, it had a deeper strategy element than classic tower defense games. I think having multiple levels, more tower, and/or the ability to control when and where they shoot could take this game to the next level (just some ideas). Overall, great job!

Submitted

Actually really like the gameplay, only wish it would start out a bit simpler and then build the difficulty up. The minimalistic artstyle works really well here too!

Submitted(+1)

Nice game! Really simple and creative. but every time you switch your tower, there is a short delay to when the tower will start attacking - this decourages fast and dynamic switching between the towers, which makes the gameplay slower than it has to be

Submitted

This is too hard

Submitted (1 edit)

I love the stress of managing. It's a reaaaaally fun game but it feels unfair when youre forced to sacrifice health :(

Maybe don't spawn the fastest guys at the beggining? I dunno

Submitted

I agree with others that it's a bit hard to know what's coming, having that shown would be nice ahead of time! Also difficulty ramps up REALLY quickly in the beginning, which is fine if I'm replaying this a bunch, but sucks for the first run or two. Overall I really like the restriction of one tower!

Submitted

It's a neat idea. Only controlling one tower is an interesting restriction. The current implementation is a bit too zoomed in: if you can't see what's coming, you can't make an informed choice as to what to prioritize.

Submitted

Interesting idea, you've got to make do with the placement of the towers and learn when each one is most effective. Definitely difficult, but did much better after a first learning round, and it was satisfying to get a handle on the concept.

I'd like to see it with a longer path and more towers available (maybe it takes longer to run between further towers?) If enough got past the first two towers, there wasn't always a lot you could do to get the situation back under control.

Submitted

It's a cool concept but i think its a bit too difficult

Submitted(+1)

this is neat concept that i think has a lot of potential! it's a little difficult at first, especially as you first learn how to play but once you get the hang of it, it's fun! though the art is simple, it conveys everything you need to know and doesn't distract from gameplay

Submitted(+1)

Very cool concept, I like it!

I think the difficulty from the start is too much I don't mind the game getting hard quickly but pace it out, I think making the tower cooldown ticking while it is not selected would be easier so that I can switch tower and it shoots immediately. Maybe make the first upgrade almost free (like kill 2 ennemies and get an upgrade) but make the cost go up for all of them at once, so I can spec in one or the other at the start?

I really like the design, I get some minimalistic mini metro vibes, perfectly fits the game :-)

Developer (1 edit)

Thanks for the feedback!

I agree with the difficulty curve being off, causing hard gameplay. Was a result of me not having too much time to go back and change things.

As for the tower cooldown being reset when a tower is selected, this is due to a potential "cheat" I imagined being quickly switching between towers to fire them, hence totally skipping the cooldown. But I also see your side of the feature. Perhaps there is a better fix.

Submitted

I suspected that this cheat was the reason for the cooldown because it is the first thing I tried to do on my second run :-D if you think about it as being a mechanic then you can balance it an make it somewhat mandatory to use to combat the high difficulty curve ;-)

For time, I keep a log of previous game jams to help me improve, it's not perfect but so far it's helped me keep organized before each jam: https://github.com/foxtrot-roger/game-jam-stuff

Developer

That's smart. I shoud probaly do that too.

After having realized how much time is wasted in all game jams of types, to example Saving, SceneManagement, InputManagement, etc. I am making a namespace designed for easily excuting these tasks

Submitted(+1)

Very minimalist Art still, but i think this fits perfectly for your game. It was a bit hard, but i like it that way. Nice Game!

This game is hard lol