Tough game - Definitely a fresh take on the theme. The controls were a little challenging and was not sure when the 'E' spell would work or not.
As others have mentioned having healing of time between waves would be nice.
Thanks for submitting
Criteria | Rank | Score* | Raw Score |
Fun | #52 | 3.054 | 3.054 |
Graphics | #56 | 3.464 | 3.464 |
Theme | #71 | 3.446 | 3.446 |
Overall | #73 | 2.982 | 2.982 |
Originality | #79 | 3.161 | 3.161 |
Accessibility | #80 | 2.500 | 2.500 |
Audio | #86 | 2.732 | 2.732 |
Controls | #92 | 2.518 | 2.518 |
Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.6
Wildcards Used
N/A
Game Description
Defend the serpentine tower from creeps
How does your game tie into the theme?
You are a fire mage that must defend a serpentine tower from creeps.
Source(s)
N/A
Discord Username(s)
codestallion, buwub, goldmusicvault
Participation Level (GWJ Only)
1
Tough game - Definitely a fresh take on the theme. The controls were a little challenging and was not sure when the 'E' spell would work or not.
As others have mentioned having healing of time between waves would be nice.
Thanks for submitting
i already tried quitting league of legends man.... now i have to fight even more minions....
alright, jokes aside, this is pretty good. hard as hell though. should have some form of healing between waves, or auto-healing. the wizard guys' range should also be decreased slightly, because at the moment it feels like your range is the same as theirs, so it's nigh impossible to hit them without getting at least one hit yourself. looks clean otherwise. good job!
Good visuals, the road is pretty, the tower is really well done and the UI is easy to read and pretty. The music goes well with the game. As for the gameplay, I thought that the simple attack was hard to do but the abilities are easy to use and the different enemies are cool to adapt and save your spells for later. Overall it's a good entry, I liked it !
Movement controls took a while to get used to, but I started to get the hang of it after a while and had some good runs. The E spell was also a little confusing at first because it doesn't have a red targeting indicator like the others and it wasn't super clear when I was range or how it worked
I found this quite difficult but I bet it's a game that if you stick at long enough you'll master it. It was fun though, I like the moba style. A healing skill or a healing zone near the tower forcing you back when you take too much damage would have been nice.
I really like the art style too!
Nice style :) I found the controls confusing at first and would have preferred WASD movement like others mentioned, but it's pretty neat otherwise. I like the art especially. Good job!
Cool submission. Liked the style of it. Somewhat isometric, but not really... very nice.
I would have preferred movement via WASD and have the buttons 1-4 switch the current spell. I did not last long in my runs because evasion was so difficult to handle together with attacking.
Also sometimes the attack of E would not work?
The cooldown visual could be darker. Sometimes I was unsure if I could use that spell already in the heat of the battle.
Very cute graphics! I liked that it felt like a bite-sized slice of a MOBA.
Movement and attack being the same button tripped me up a little. Although, I ended up using the skill abilities more instead of the base attack as I kept playing anyway. And I sometimes struggled to differentiate the projectiles (especially using the rain of fire ability, the spellcaster attacks blended in).
But otherwise, it's smooth and a great-looking game.
I really like the concept, having the tower help out makes a huge difference. I struggled with the controls some, though I can't tell how much of was me being bad a playing games with KBM or some bugs (I felt like E and R only worked 30% of the time? Maybe I also struggled to see the cooldowns). Still had fun, keep it up!
I liked the premise of the game though would have enjoyed it more with different attacks. I found it confusing to attack and move with the same button and would often just walk into the enemies. I did enjoy the variety of attacks. I would have also liked more feedback (maybe a sound or effect on the character) when you did the pushback attacks.
Hey well done! I think the pixel art on the serpent tower was a really strong standout, and I really liked using the shotgun-like pushback attack. I struggled to dodge the honing missiles though, so I only got to level three. Any advice on how to dodge them? Enjoyed my time here, congrats!
This is really cool! I like the fact that the tower is also able to defend itself alongside you, and that you have a default attack alongside your spells to help keep the pressure on enemies.
As someone with a lot of time in ARPGs, it felt a bit awkward to use right-click as my movement button. I think I also would've liked it if spells were cast the moment Q/W/E/R were pressed, rather than pressing and then clicking. All-in-all, this is fun!
I beat 6 waves. I think that it would be good to add an indicator of where you are going on the ground to make it easier to navigate. The spellcasters were pretty difficult to deal with without taking damage. It would be great to have an ability to heal. The E attack was pretty confusing. I assume it only works from a close distance? Perhaps it would've been useful to add some visual telegraph to it because I didn't quite get why my character wasn't moving for the duration of the attack. Otherwise pretty good game
Many areas to improve on the UX for sure. The trick to the spellcasters is to “kite” them back as they walk down the lane.
I was afraid healing would elongate the game and get too boring, but I do think if the enemies dropped some heals it would still be interesting. Because you would still have to walk down the lane and pick up the heal and put yourself in danger by over extending.
The E ability is a focus fire that you have to pretty close to use. I wish I had time to add tooltips in-game to explain the abilities better, and just better indicators.
Thanks for the feedback and playing our game!
Nice pixel art, and the core mechanics are entertaining. I agree with the other comment that having an indicator for whether the right click will move or attack would be a helpful add to the UX.
A nice and fresh idea of a tower defense game, even if the controls and overall handling are a bit clunky. Well done!
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