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Castle Defense's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #309 | 3.056 | 3.056 |
Overall polish | #351 | 2.778 | 2.778 |
Overall | #369 | 2.833 | 2.833 |
Creative use of art assets | #444 | 2.667 | 2.667 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Most things are already said, the game is to easy and it doesn't matter what kind of units you are building, just spam the road with anything. It's not clear, what the advantage of the second unit is towards the third, because the speed isn't told in the menu, but it is more expensive:
Variations might be an idea (splash damage, really fast but weak, strong and slow, infectious, ...). Maybe the units could attack the enemies fast (run towards them) and then return slowly to their posts to show the cool down time.
I like the idea of melee fighting tower defense. The animations and the graphic style is very nice, has an atari touch to it.
Pretty nice, albeit very easy. And this is coming from an avid tower defence genre hater too. Seems to be almost impossible to fail at this game unless not paying attention at all.
Nice to see some animation. Simple yet effective at making it look less static. The soldiers going for their hits looked a bit awkward. Their movement should have been faster and they should have aimed where the enemy was going to be instead of where they were at the start of the attack animation. Made it look very confusing in the end game when there were dozens of dudes just swinging at empty air.
The different units didn't really feel like they had enough distinction. Dunno really what their speed thing was since you just said "speed" on the menu but didn't seem like too big of a factor. Even using only the basic 100 cost dudes seems to get the job done effortlessly.
As I said, I'm not a fan of the genre so can't really remember what kinds of differences the units should have tough. At least different range and status effect causing ones come to mind.
Not quite sure what is going on here but sometimes these dudes go for some ridiculous range attacks. Maybe something off with your distance calculations?
You mentioned BeepBox but I didn't hear any music at least. There was some weird crackling noises and static on the menu but didn't really pay attention to it after that. Music really would have helped here since the few sound effects that were there got repetitive quite fast. Some variation would have helped too a ton.
Did not notice/remember that esc closes the build menu. Would have saved me from a lot of irritation. Off click from it should probably close it too. Would make sense. And also it should update the availability on the fly when getting more money without the need for reopening it.
Anyways, good job!
Thany you for this awesome and detailed feedback.
Yes, unfortunately ther is a bug with the music.
Very nice game with some nice polish, albeit a bit too easy, but that is hard to get 100% right during a gamejam. Congrats!
Thanks for your feddback
Good concept. A bit too easy and lacking a bit of variety, but still a good game.
Thank you for the feedback
As far as tower defence games go, I have never seen a melee based one! This one was easy to understand and fun to play, though like others have said it gets a little easy after you get well established.
Thanks for the feedback
I have a soft spot for tower defenses, but I really liked this game! It was pretty engaging (although it was a bit easy once i kind of had a death-ball setup) & I really liked how the towers would attack.
Thank you for your great feedback.
Yes, the difficulty needs to be improved.
Great game, really like the rhythm when the towers hit the enemies. Could had a little bit more enemies and towers, but cool concept!
Thank you for the feedback.
I feel the game is a bit too easy. But I love how polished the game is!
Thank you for your feedback.
I defended the castle successfully in my first attempt. Difficulty was too low, but the hardest point of making a tower defense is always the balance to keep engaged against letting the player to rush through the game.
Anyway, great entry!
Thank you for the feedback.
Yes, the balance is a hard time and at the end i had not enough time to find it.