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A jam submission

Build the Tower of DefenseView game page

Submitted by Anonymyst — 1 hour, 13 minutes before the deadline
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Build the Tower of Defense's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#294.0004.000
Accessibility#542.9092.909
Originality#573.4553.455
Overall#742.9612.961
Audio#762.8182.818
Fun#852.6362.636
Controls#1062.3642.364
Graphics#1092.5452.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.3.0

Wildcards Used
All

Game Description
Tower Defense in 3D

How does your game tie into the theme?
You build a tower of defense which is tower defense game.

Source(s)
N/A

Discord Username(s)
Anonymyst LLC

Participation Level (GWJ Only)
20ish

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Comments

Submitted

The feature set in this tower defense game is impressive and builds the foundations for what seems like a larger game coming up. A lot of tools to customize the particular tower setup the player wants, and strategize how to best defend the flag. 

Enemy logic on-point. Initially preferred the turn-based system of planning your tower defense design first, and then taking a deep breath and executing the autoplay function to see if it worked, but as the waves went on, did find myself wanting to have some autonomy on which enemies the towers would shoot.

Very much liked the economy system to purchase additional defense tools (like more towers / walls), and the RPG system of upgrading your tools. As mentioned, it's a wide-featured game.

The in-game tutorial and tooltips much-needed and appreciated to onboard the player in understanding the UI and gameplay system. Scene transition effect: amazing.

Constructive feedback for the expansion into mobile: I think art and sound could be upgraded (even just a better grass texture and a skybox). Usually I like fade-in / fade-out animations on UI, but for a game like this where one learns quickly from the enemy interactions and wants to build fast to counter them, the menu feels a little bit slow to keep up with the player's impulses.

All things considered, an ambitious entry befitting Anonymyst's high reputation. Fantastic.  #Chapter15.

Developer(+1)

Thanks for playing and  the detailed feedback.

I did want to have different options for how the towers target the enemies - was even thinking of letting you control a tower.

Main restriction during attacking wave is you cannot have you build as the pathfinding can get very intense in 3D world.

I will take this feedback into account as I continue the mobile development, thanks again

Submitted

a unique take on a tower defense game, which i appreciate. you definitely have something here. i understand this is designed for mobile, but the controls still need refinement. as mentioned already in a previous comment, using a mouse with only one interaction was a bit frustrating. adding keyboard hotkeys for a better experience would've gone a long way and would not have messed with your mobile interface. despite the rough edges, I had fun with the game. thank you and great work!

Developer

Thanks for playing and appreciate the feedback - agree need to work on the interface and would have added the keyboard hotkeys but time was limited

Submitted

Overall, I like it. It also ran pretty dang well in my browser,  so  that's impressive imo . I also really liked the music; I get why Kaishido thought it didn't fit, but I didn't mind it; I was vibing :)

I did have some frustrations though 1) The tutorialization seemed buggy and like it was missing steps. Not the end of the world as I could click through and experiment. 2) FlyingStupid's note about turret tracking rang true. It was unpredictable to know how they would target enemies.

Honestly, though it was a super ambitious game!  Good job and thanks for sharing :)

Developer(+1)

Thanks for playing and glad you liked the music.

I will continue to work on the controls and the tutorial for the mobile release

Submitted

I love tower defense games. This one was quite challenging to control, though. The music didn't quite fit with the game, but the tutorial was clear enough to help me move forward. Good stuff :)

Developer(+1)

Thanks for playing, yeah understand the controls were tricky - will be working on that for the mobile release.

Submitted

Very cool! Although I couldn't get very far, and the controls were difficult to understand at first. The idea of building a 3d maze for tower defense is compelling and interesting.  The fade in and out of the interface could be a lot quicker. I can tell a lot of thought went into the underlaying mechanisms of the game - pathfinding, 3d tiles, and saving sessions between play.

I had fun trying to make a path 2 tiles up with turrets on top that worked kinda well. Those evil wheels were forced to climb a big staircase to get their precious flag.

Developer

Thanks for playing and thanks for the suggestions. Agree with the fading comment and will work on the controls.

Submitted(+1)

Ok so I played this for a long time (I got to wave 25 and the wheels were not really a threat still). I like this. I really like Tower Defense games where you can control the path of the enemies. I think it adds a cool layer to the gameplay. My frustration with your game was that the turrets would track the closest enemy even if they couldn't shoot it. This meant that creating an elaborate maze of turrets and walls not really worth it because my turrets would track through walls rather then shoot at enemies they had line of sight to. I'm guessing this is a bug and not a deliberate mechanic. I ended up building a two high wall all the way around the boarder of the play space and having column of turrets down the center with the flag opposite the entrance. 

I understand that you want this to be a mobile game and in that context the controls still aren't super great. You are going to need to refine this a lot to get the interface smooth on mobile. My frustration is when I am on mobile I have two thumbs and 8 fingers meaning I can be interacting quickly with two or more things. This was PAINFULLY frustrating with the mouse and only having a single interaction. I would encourage you to think of the user and the interface that they are playing with.  Adding keyboard hotkeys wouldn't break your mobile interface and would have made the movement and placing of things much smoother on keyboard/mouse.

I wish there was more here because in spite of all the rough edges I had fun messing around in your game. 

Thanks for the game!

Bugs:

  • Enemies don't path well when there is a full wall around the edge of the play space. I had to restart because they enemies were stuck.
  • If you have the flag placement button selected and start a wave you can continue to place the flag during the wave.
  • It seems if you delete a tower the cost of the next tower doesn't go down so if you want to move stuff around you can't. Ideally you refund the full amount spent on the turret (including upgrades) or allow folks to move them around.
  • I felt like the placement got a little rough nearer to the edges of the screen. I suspect there is something going on with your ray cast math there that is making it a bit off?
  • Enemies were really hard to see as they were almost the same color as the ground.
  • Turrets track closest enemy even if they don't have LOS and can't shoot.
  • There is a race condition with loading during a wave that I hit only once. Left me in a state where I couldn't build and there were enemies but the enemies weren't moving. Refreshing the page resolved it.
Developer

Thanks for playing and for the very detailed review.
Most of your pain points were on my todo list but time constraints prevented me from reaching them.

My next item was going to be to let your select which type of defense each tower would be and yes the towers were supposed to ray cast to the nearest enemy in light of sight - sadly the shooting worked for this not the targeting...

I was also going to throw in WASD for movement and E and Q for up and down but again time prevented and my goal for mobile put this down on my list.

I will work on the movement/viewing/lifting-dropping as I roll it out to the mobile.

Sorry to hear about the wall thing, I thought my pathfinding prevent it from blocking, but the outside walls must be preventing that.

Noticed the color similarity when I was watching their death animation... I liked the texture but agree, maybe I just change the tint/hue to keep the pattern.

Thanks again for playing and for all the notes, I will be sure to come back to them as I work on the release.

Deleted 74 days ago
Submitted

The building mechanic is really good, love the interface! 

I have waited for the 2nd wave to start... but than I saw that I had to push a button for it :D maybe I overread it at the beginning :D

Developer

Thanks for playing and glad you enjoyed it. The text did tell you to press the "shield' but understand it could be missed, if I had more time would have added to help page and it could been more clear.

Submitted

Incredibly impressive building mechanics given the time frame! The controls were hard to understand but the underlying systems were well made. Especially if it's geared towards mobile, having a corner of the screen to move all camera axes at once rather than clicking through the toolbar would make movement easier.

My main dilemma was that I didn't understand the gameplay. There needs to be a direct path to a flag to start a wave, but the enemies follow that path immediately so I wasn't sure how to progress. I tried placing some random blocks to throw them off to no avail.

Developer

Thanks for playing and the kind words.

I had not thought about putting the camera controls in a corner like that before - sounds like an intuitive and and eloquent method.

To address your gameplay concerns, maybe I could illustrate the enemies path somehow - thanks again for playing and your suggestions.