Really awesome! The art style is very nice, and it's super polished—no complaints at all. It’s a bit of a slow tower defense, but other than that, it's really cool!
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Let it Grow's itch.io pageResults
| Criteria | Rank | Score* | Raw Score | 
| Style | #189 | 4.393 | 4.393 | 
| Overall | #387 | 3.946 | 3.946 | 
| Enjoyment | #601 | 3.732 | 3.732 | 
| Creativity | #1170 | 3.714 | 3.714 | 
Ranked from 56 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 must protect the embryo so it can grow as much as possible. As the embryo grows, the size of the area where you can build towers increases.
Development Time
Comments
Really enjoyed this!! maybe a clear outline around the embryo so you know where you cant place things would be nice though
Nice game and great style. I especially liked the music. It worked well with the entire ensemble.
I just personally didn't  get what the different tower types were supposed to be. 
By only spamming the first I survived easily. Maybe some explanation or gradual addition of different towers might be helpful. 
Other than that really great!
If Startcraft II and Don't Starva had a baby it would look something like this. It's a bit hard in the beginning and i don't really get the difference between the two attack towers. But all in all i enjoyed it very much. I felt like a real alien hive mind playing this and i don't think i can ask for more.
Btw can i ask you how you did the "creep" patch on the ground? I would love to kow how to make something like this. (And if you can find the time it would mean a lot if you rated my game)
Hi! We are glad that you like our game.
A creep is a number of textures that replace each other on a ground plane like frames. We also have something like a “build-up map” which is a low resolution grayscale texture where black pixels are free to build up and white pixels are not. It is generated at runtime from the creep textures and the position and size of towers in the game logic, and is used to check when the player wants to build something. This could be implemented in more lightweight way by using a bool[,] map instead of a texture, but Unity has some useful functions for dealing with textures, so we'll use them to speed things up.
Yes, it's prebaked here, but realtime generation is somewhat similar. You can use a shader with a stencil buffer to form the shape of the creep, which will be filled across the ground plane behind it. In this case, the build map will be filled with the shape of this stencil layer instead of textures. It takes some time to create and set up, so we don't use this technique within jam time limits.
Wow! This is a fun game with a fantastic art style. Well done on the animations! I had a lot of fun. Great work!
Satisfying for sure!
Fits the theme pefrectly!
I was spamming 1st tower over and over again and that seemed to be the valid strategy :P
Amazing artstyle and idea.  All of these animations and vfx are super polished. Gameplay is neat and very addictie. Concept of growing base that disturbe player in the middle of the fight is SO good. Great work!
This is amazing! The art style is great and this has a large amount of polish.
I like the concept of your base growing larger and larger.
Cool game! Concept is simple and it is easy to understand. Game is polished up and fun. It would be great to have some description of each tower, as I've sticked with first one, which was kinda op ;)
Great style, good visuals and music. Concept is clear, it all makes sense. It seemed like option 1 had the best stats, I just kept using that. Occasionally used option 4 if I was overwhelmed with lots of enemies. The spreading of your base slime stuff mainly happend in the front and the sides, I would've liked some to spread at the back as well, it left me feeling exposed at the top of the map. I could see this being expanded into a bigger game, with more enemies, more options, etc.
Dude, Beautiful game! We went with similar ideas it looks like where you focused on the combat growth and mines more economic, but I love your interpretation, very cool! As the map area grows you really feel like some horrific creature growing and spreading, well done!
wow! animations, art, sound design, they were all amazing! We did a very similar style game and I went in the total opposite direction with music haha. that kind of heavy industrial synth is such a good fit with the "zerg" from Starcraft style growths! It really worked well, I loved the audio so much. Well done on this!







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