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Parasite Tower's itch.io pageJudge feedback
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- This game was a joy to play, eerie, and gave me COD Zombies vibes throughout the waves. Progressively, it got harder and harder, and I felt myself going from taking the stairs to gathering heads to feed the altar for $$ to jumping, dodging, and weaving. By the 4th wave, my head was on a swivel in a fun way. I particularly enjoyed getting in the gunner seat and shooting manually; I wished the cooldown was a little less on the shots, I felt. There was a lot to constantly keep you occupied, and I never knew when the next thing might go wrong and I'd have to drop what I was doing to extinguish a fire or fix some electrical issue on the turrets. Overall, a very fun game, and I would recommend it. Also, the decapitated dolls was a unique take; at first I was a little confused, then it just became funny.
Link 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
Pretty unique take on a tower defense game. Took awhile for me to figure out what I am supposed to do. I like the take of an infected tower, and the aesthetic of the area. It would be nice if the fire has some kind of sound effect to guide the players to it.
Overall, well done!
Very surreal game, certainly original! Once you get the concept it is not too hard, and the gameplay loop is a little repetitive. I'm guilty of not explaining mechanics in game too - it's easy to skip in a Jam but always super valuable for the inevitably confused players.
I'm not sure exactly what I'd change except add a little spice and variety. Instead of engaging with the other mechanics I just fed the beast, unlocked all turrets, then upgraded them, and won.
Maybe the entity possessing the mech has a mental link with you gives you a warning about the highest priority approaching threat every few waves, like a shoot a missile at a super dangerous tank approaching from the west, or they're throwing all their enemies at us this wave and use the big bomb to kill them all. Maybe add a passive income source too? Just a few ideas. Great job pulling off getting so much content done in a game jam.
It throws you into the deep end right away which can be fun. But there's no real context to what's going on. No story, and if telling people there's a fire is supposed to be part of a tutorial, it doesn't really explain much.
Great effort, with some tweaking I think it could be a frantic and fun experience. :)But I love the assets, popping heads off is fun. The controls and sounds are all crisp. I think a better explanation of what's going on at first would really enhance the experience.
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.