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A jam submission

Tarnished Tower DefenseView game page

Defend the bastion with towers that corrupt quickly
Submitted by Sevadusk, FlappyFanks — 41 minutes, 9 seconds before the deadline
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Tarnished Tower Defense's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#173.3753.375
Fun#222.6882.688
Graphics#262.6882.688
Overall#282.5092.509
Accessibility#282.1882.188
Originality#292.6252.625
Audio#382.0632.063
Controls#391.9381.938

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.1

Wildcards Used
Mobius Loop, Reverse

Game Description
Defend the Bastion while your towers corrupt

How does your game tie into the theme?
The towers used to defend the bastion will malfunction, causing them to go haywire. The player has the option to fix these towers.

Source(s)
N/A

Discord Username
Sevadusk, KriLL

Participation Level (GWJ Only)
2

My game has an export for Linux, Windows, & Mac and/or is playable through HTML5

name

description

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Comments

Submitted(+1)

Finished it! I enjoyed the design of the towers, and the sound effect letting you know that a tower has failed is very welcome. Other than that, the game sounds like I'm making popcorn. :P

The way you place towers is a little unintuitive; my first thought was that you'd select a tower, then click on the location where you wanted to build it.

Developer (1 edit)

I'll definitely look into making more intuitive controls next time, that would've definitely been a better way of doing it. I spent most of my time on the tower design part, so I'm glad you liked that part. 

The sound design feedback is also very appreciated, thank you for playing and reviewing!

Submitted(+1)

Muehehheh I passed the 13 waves :) Played it on desktop browser, there were a couple short lag spikes or just sounds clipping very fast. There's not enough communication on how the corruption worked but I SAW IT, my pretty towers turning into other things T_T But I fixed them :)

Im curious, while I did understood the building system quite fast, it doesn't seems the fastest/easiest way to make it. Why place towers this way instad of spawning a 3 item menu scene when clicking specific spawn places? I think I never done it before but, in my head at least, sounds more intuitive to make and to play.

Regardless, very nice! :D

Developer(+1)

Ayy you did it! I appreciate you taking the time to review and play this game, and I'm glad you liked it.

I used a weird resize script that made it hard to figure out what the mouse position was, and I felt drag and drop would make it harder for people to play on mobile. (Lags too much for optimal mobile play anyway LOL)

I felt that if I researched drag and drop, I wouldn't have the time to design what I wanted to, I already cut a lot, like a roguelike upgrade system after each wave for example. Plan was to make it so that you get to choose whether to heal bastion, reduce corruption rate, economy etc. each wave, then when you got to a certain wave you got to choose an operator (class based) between multiple unique passives, like towers all cost 200 less for example. 

Maybe I did overcomplicate it by going this route instead, but I was (wrongly) insistent to have mobile be able to play fully point and click.

Submitted(+1)

Nice. 

I liked the corruption mechanic. Though, I didn't notice the captions that explained it at first. 

I liked that I could have different buildings and choose where to put them. I think that I would've liked to improve/upgrade the towers over time, but overall it was a nice game!

I liked the art. Thanks for sharing. (^=◕ᴥ◕=^)

Developer(+1)

Thank you for playing, I really appreciate your review!

I was fighting time trying to implement my ideas fully, and the idea that ended up being scrapped was upgrades. I wanted to create a roguelike system after every wave, to make the towers and bastion even more powerful through class specific playstyles. If I didn't cut that probably would have no tutorial or menus lol! 

I will have to spend my time more efficiently next time, because I did work on this game almost everyday for at least 7-8 hours. 

Submitted(+2)

The corruption mechanic is very fun. Having towers become extremely powerful with a risk of losing the game is a great risk/reward mechanic, although I guess there's not too much risk as long as you keep a reasonable supply of money.

One possible flaw I see in the corruption system, however, is that it is restrained by whichever tower corrupts the fastest. That is, when I played, I went with the blue tower and the lava tower for a while, and eventually got one of the moon towers... but then I had to repair my towers much more often, because the moon tower corrupted more often, and so the blue tower never got a chance to be corrupted. (Similarly, while I had the blue tower and the lava tower, the lava towers often did not get corrupted--although maybe this is a good thing, because from what I can tell, the corrupted lava tower is actually weaker..?)

One note: I originally played this on my high-dpi computer monitor, and then on my phone, and in both cases, the text is really small. When I set my computer resolution lower the text becomes a more normal size.

Anyways, I had fun playing, enough to play through on both my computer and my phone! I found the blue towers quite powerful with the freezing ability, and ended up winning with them both times. In my second playthrough I made sure to avoid getting any moon towers so that I could make the most of the corrupted blue towers, which was a fun strategy.

Developer(+1)

I really appreciate you playing on both mobile and pc, I put a lot of thought into making it fully playable on both, with the fastest way to handle the controls for both. I'll look into scaling for text size next time around, since this time it was just scaling the textbox. 

Glad you liked the corruption mechanic, thanks for playing!

Submitted(+1)

Perfect

Developer(+1)

Thank you for playing!

Submitted(+1)

Thanks for submitting - a good start to a good here. As others have mentioned the tower placing mechanism was not very intuitive but figured it out.

I was very confused about when a tower was needing repair and how to fix it. Ultimately was just clicking the fix tower button and replacing them. Real problem was when I made it to wave 12 and thought I had it in hand, suddenly all the enemies jumped to the end and I lost not sure what happened and did not have the will power to retry.

Keep at it.

Developer

I think its either because of lag, or because I gave the regeneration enemies a bit of invulnerability after they spawn. You could also be talking about the "last breath mechanic" where you have the heal the bastion by doing as much damage as you can in order to get a secondary win condition. 

Another unclear mechanic could have been that the corrupted towers exploded and dealt damage to your bastion last second, and started the "last breath mechanic."

Thank you for playing, and if I cleared it up you should definitely try again!

Submitted(+1)

I was a bit lost while playing but still had a good time! There were a couple times when the number of things on screen caused my game to freeze for a bit lol. The best strategy I came up with was to let the tower with the moon on top start dying so it would spit out all the projectiles, and then fix my towers when it got to 1. 

Developer

Haha skipped optimization oops. 

Thanks for playing, and that is a strategy that is indeed a very popular strategy. 

Definitely stay tuned for more games as I try my best to improve my game design philosophy.

Submitted(+1)

Interesting spin on the tower defence genre!

Took me a little bit to figure out how to play the game, as the controls were quite unorthodox, but after getting a hang of it there was a nice amount of tactics in the game.

The boomerang towers turned out to be quite strong with the pretty long stun times, being able to stun lock enemies for a bit with stacking multiple close to one another.

I managed to get the green victory screen in the end, with a score of 223322.000000079

Developer

Thank you for playing!

The reasoning behind the controls was for mobile phone accessibility, and that touch controls would be too complex to implement in such a short time. 

Congratulations on beating wave 13, looks like I forgot to round the score lol.