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Averse de gobelins's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #117 | 2.023 | 3.000 |
Theme | #127 | 2.427 | 3.600 |
Originality | #143 | 1.888 | 2.800 |
Controls | #145 | 1.483 | 2.200 |
Fun | #148 | 1.483 | 2.200 |
Overall | #149 | 1.657 | 2.457 |
Graphics | #150 | 1.483 | 2.200 |
Accessibility | #151 | 0.809 | 1.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
NA
Game Description
A vertical tower defense in which you defend against paradropping goblins!
How does your game tie into the theme?
We aimed for a tower defense, which would additionally make use of the verticality of the tower.
Source(s)
NA
Discord Username(s)
NA
Participation Level (GWJ Only)
1
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Comments
I really enjoyed this, it was great twist on tower defense and great way to really embody theme! I enjoyed the music, and really appreciate it changing for the build/battle states.
You've probably thought of many or all of these, but here are some improvements that I think would have the most impact:
* Tower projectiles and some effect when a goblin successfully lands. The lack of feedback made the first play confusing since I'm tracking everything on screen and not paying attention to my health.
* Having an info panel on hover instead of hover text, or have the hover text pop up instantly. I played twice before realizing you DID give the costs! Initially I couldn't tell that I couldn't afford a cannon and thought it was broken.
Some nice icing would have been a wind swirl effect, scaled to match the wind direction and power. The UI art was great but the unit art was so small, I had to squint to make sense.
Really great entry, would love to see more!
Thank you very much for playing our game, we're glad you enjoyed your time with it! :) We also enjoyed working around this theme, and I have a feeling there's definitely more to explore with vertical constraints.
* Yes, some visual feedback was definitely on the todo-list, but we never got the chance to tackle it properly. Retrospectively, we should probably have given it more focus though.
* Thank you for pointing that out. We thought we would be somewhat fine with Godot's tooltips. I don't know if there's an easy way to make it pop instantly, but I also like the idea of laying out an info panel!
The wind effect would clearly have been something great to add at the end, especially because I'm not sure how easy it was to predict the effect of the wind. Definitely some idea for a future update if we do one!
Thank you for your kind words, we're also looking forward to seeing you in future jams. :)
It was really unclear to me that I was putting archers down on my towers, and it didn’t help that they look like little squares on the tower. So I would pretty make the columns of the tower larger, and make the archer assets clearer.
Really cool idea though, the dragons soaring through the sky looked awesome!
Hello, thank you for playing our game and your feedback! I'm glad you enjoyed the dragons, making their art took sooo much longer than I wished (but I'm happy with the end result at least).
I definitely agree that some assets were too small. I did not find the time to redraw them, but perhaps we should simply have scaled whatever we had. And reworking the intuitiveness of player control was definitely on our todo list. Hopefully we'll manage time better next time!