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Parasite Tower's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1SwMzzo2CH1o11hhU0OLRj-OiC4EsY31-yVt-sW__gtk/edit?usp=drive_link
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Parasite Tower is a tower defense game where you are a bio-weapon that self replicates and infiltrates a giant mecha. You must defend your infected mecha from enemy forces trying to take it back until full assimilation is complete.
Please explain how your game fits the theme:
The theme of the jam was the concept of you are a weapon. We interpreted this as a weapon that can be of any nature, kinetic weapons, explosive weapons, chemical weapons and even biological weapons. Our “character” is one such biological weapon that is used to infiltrate and assimilate key enemy targets.
Is there anything you'd like the judges to pay particular attention to?
In this project we tried to push the limits of our team in terms of technical skill, endurance and teamwork to create the highest effort game we could make with our current knowledge. Our main inspirations are grim dark settings of Warhammer 40k, Dune and games such as The Citadel and Beyond Citadel. Portraying a grimdark setting combined with an art style that is more commonly associated with lighter tones creates an interesting juxtaposition for us.
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Comments
The main criticism I want to tell is that game isn't explaining well what you're supposed to do. Took me solid 5 minutes to figure out what is happening, and it can be even worse for people for aren't experience with game developmentda.
At the very start you get overwhelmed by a lot of options like "fire" "turret error" , random dead bodies, monitorStation , who is attacking what turrets are used for. Also the main hook of the game "using special weapons" for defense isn't that fun. It doesn't give that feeling "what happens next" , and it's bit of anticlimactic to shoot special shot just to destory single tank.
I liked the feel of exploration in the game, where you need to figure yourself to do, but player should be guided more focused to learn new mechanics.