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A jam submission

Dev SnippetsView game page

Relive The Jam With This Experience!
Submitted by aloofRe — 3 hours, 42 minutes before the deadline
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Play The Jamming Experience

Dev Snippets's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#74.3814.381
Overall#1633.6773.677
Visuals#1824.1004.100
Audio#2203.5943.594
Theme#3513.5133.513
Gameplay#4503.2883.288
Enjoyment#7243.1883.188

Ranked from 160 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
You have to plan out and adjust your "Game Code" accordingly to achieve a win. If you mess up, then you must take off countless hours to fix whatever mistakes were made. Thus, you must really make sure... NOTHING can go wrong!

What code and assets did you not make from scratch during the jam (if any)?
I made all the assets and everything myself, nothing was taken from anywhere else.

How many people worked on the game?
1

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Comments

Viewing comments 60 to 41 of 123 · Next page · Previous page · First page · Last page
Submitted(+1)

Looks really good and the idea is amazing! 

I think a level system would do wonders to this, that way you would start with maybe 2-3 variables and the difficulty would be ramping up with each level. Also you could then use the first levels as a sort of tutorial because I was quite confused for a few minutes before I figured how to play.

But overall, a really solid execution, well done!

Developer

Thanks for the feedback! The sicficulty sefinitely damped up a bit too fast hehe. Im glad you figured it out and liked it though!

Submitted

Super cool idea! It's a lot of fun to try and balance everything and it really nails the feel of trying to get everything right while the game jam submission date looms over your head. I like the art style and I think the UI looks really great! I think it's pretty confusing at first, I didn't fully understand how to play until you popped into stream and helped me out. I think it'd be nice if it told you what's unbalanced and what you should work on somewhere on the left side of the screen at all times instead of in the console too, I felt like I was wasting time going to the console and waiting for the timer to count down to tell me what's wrong with my game. Really great work on this tho, it's a super cool idea and it's well executed!

Developer

Thank you for giving it a second shot! Yeah currently the big flaws are the way the tutorial is presented and any needed info. Anyways im glad you liked the vosuals though!

Submitted

Man this is like a love letter for programmers, really great game, although it lagged a bit maybe because i'm playing on a potato laptop but other than that this is a solid game overall <3

Developer(+1)

Thanks for the kind words! Yeah browser version does lag a mild bit, However there is a downloadable version that doesnt lag :3

Submitted(+1)

ohhhh gotcha, alright I'll do that thanks

Submitted(+1)

It's a unique and innovative take on the theme. I'm way too slow switching between tabs for the keyboard entering. Guess that reflects the time pressures of a game jam. I think the visuals of the game being hidden behind the inspiration screen made it difficult to appreciate the link between the action happening and the player behaviour.

Developer

Thanks for trying it out! It was originally my plan to have the inspiration menu block out the gameplay to "make it harder to see your progress" but yea I obviously realised far too late that it wasn't the greatesssssst of ideas.

Submitted(+1)

Very impressive and unique! Like it others it was hard for me to understand the controls in the begging, but once I got it enjoyed a lot! It does lagged a bit for me (Played in an average computer) so maybe there's room to optimization.

Developer

Thanks for trying it out! Glad you managed to figure it out :D Yeah theres definitely a LOT of room for optimization, theres almost 1000 nodes in this thing lmao. But anyways the downloadable version does run well though compared to browser :)

Submitted(+1)

This game is hard. But you already know that. 
I really am impressed by the scope and idea of this. The fact you have to balance out the game during a game jam? That's 4th wall breaking stuff. 

There's enough comments here that I believe have covered a lot of the things that I could give feedback on so I won't reiterate. But I wanna see more of this game (post jam). 

Developer

Thanks for trying it out! Don't worry about accidentally repeating any feedback! love reading all the comments anyways

Submitted

Hey so in my opinion I think the game needs a level system or a slow ramp-up in difficulty. This felt like I am in a boss fight but I don't even know the controls. 

So if you can break the current game down to individual levels which break the game down further, it would help a lot.

I am not sure if this was the web version or if this is the intended design but I struggled a lot with the controls. It was super difficult, especially after watching the tutorial video on how type which assigns the values from the game ideas into editor. It needs to be better, whether it is just typing or some other way. 

Lastly, the "ideas" box needs to collapse or have limited number of items. When I was playing the box would take over the whole game view and I couldn't understand what was happening at all.

Lastly, it is super difficult to understand if the new values actually do anything? The game window needs to have some damage numbers which change based on the editor so it's indicative. 

I hope that helps a bit. Sorry if this seems a bit too harsh, I can assure it isn't my intention :)

Developer

Dont worry! All very good feedback :D Yep the controls and starting game teachings were definitely some big flaws that meed to be considered for future endeavors. Anyways hope you liked the concept at least!

Submitted (1 edit) (+1)

There's a bug with resolution scaling. On Mac, when I launched the game the status bar with the help button and inspirations wasn't visible. It was only when I started watching your video tutorial that I realized it ought to be there. If I resize the window manually, I can find aspect ratios which show the status bar, or not, depending on how I scale it.

Developer

Huh interesting,have you tried full screening it in that case? This was the first occurence of a resolution issue. Anyways hope you like the game anyways :3

Submitted(+1)

full screen was causing the problem. When I made it a window and scaled it "just so", I could see the status bar

Developer(+1)

Hmmm, weird issue. Could perhaps be only found on macs then. Youre the first reported scaling issue :(

Submitted(+1)

I wasn't able to understand what to do :( The rules are complicated. Nice art and audio though, it is amazing you are able to do this much as a solo developer!

Developer

Thanks for giving it a try! Dont worry, its indeed a bit too hard :( Had to sdd up a lil tutorial video in the description, if needed theres also in depth details on everything in the gamepage too :)

Submitted(+1)

Unique take on tower defense! The controls are a bit overcomplicated and trying to solve the puzzle feels like trying to put toothpaste back into the tube -- so very true to how game balancing actually is LOL

Developer

Glad you liked it! Gotta go for that real life accuracy~

Submitted(+1)

A Really fun take on the theme and a tower defense game! I laughed really hard once I realized what was going on and it was a gam jam simulator

Developer

Glad you liked the concept!

Submitted

Cool idea! Like for dark theme xD  

Coudnt understand how to play from beggining had to watch video =( Maybe separate "inspiration" selection and code insertion + some UI for it might fix it. Cause event without tutorial i got to the point where i understand that i had to choose from inspirations, but it was unclear that I had to press all the buttons

Fresh game for me, thx!

Developer

Thanks for giving it a shot! Hope it wasn't too hard to understand :p, yea indeed you have to press and hold the first two keyboard keys from the inspiration menu like "1X" then let go and press the third keyboard key like "P" from the code editor

Submitted(+1)

Hi there Axyre, first of all cool game! I try to leave detailed feedback on every game I play to help people, so I hope this doesn't come across as daunting - these are just my thoughts, so feel free to disregard feedback you think is irrelevant!

Thoughts in order as I played:

  • I love the UI and color scheme!
  • The game is a TD? Well I might be biased toward it now cuz I love TDs.
  • There's a bug with the help panel text overlapping at page 2 onward. It always happens at the start of each game, possibly related to startup lag. (Screenshot below)
  • HAHA LOVE THE META when submitting "Submitted after deadline, score 0.5" love the humor!
  • "SHIFT+ESC to end the game" <-- I think should rephrase to "end the jam" because you have the "game" window and the "jam" submission, and the wording here is ambiguous between the two, which confused me. I thought there were multiple games.
  • Took awhile to learn the game because you actually have to type the inspiration AND the field to replace. I think that part should've been bolded in the instructions maybe. But it was very cool to see the values actually affected the game. I made enemy speed 35 and that was wicked!
  • That said I wasn't sure what I was supposed to do - there were multiple values for each script so I wasn't sure if I was just supposed to guess what made the game most balanced and how to gauge what values were balanced. This part was unclear to me. I just plugged values I thought made sense, but I always got the same 0.5 score each time, which made me feel like an idiot because I didn't know what I was missing. 
  • I'm assuming based on all the info so far that I'm supposed to make a "balanced" game but the game doesn't define what balanced entails.
  • I wish the end screen told me what I did wrong, so that I can do better in my next playthrough like player reviews "turret is too strong! enemies spawn too fast! needs more range on the turret"
  • Then I would at least know what I did wrong and correct them? Right now I was just guessing and failing which wasn't very fun.

A few more games later, these thoughts crossed my mind:

  • The inspirations screen get flooded with new entries very quickly and this blocks the viewport screen, making it difficult to see if the changes I am making were applying in the way I wanted, such as if I was applying fire rate correctly. Speaking of fire rate:
  • I wasn't sure if Tower.Fire_Rate being a high value, or low value was better. In this case tooltips when hovering over it, even if to simply say 'higher=better' would succinctly clear up any doubt
  • I wasn't sure what values I was supposed to aim for for each variable - was attack being high a good thing? Or a bad thing because it breaks balance? I like to see it kill enemies so I always assign it high and I'm guessing most players may intuitively do this?
  • Also the turret by default one shots the enemy so I didn't really see a reason to change the Enemy.scrp values. The only thing that felt like it mattered was move_Speed, it makes them all slow so the turret can kill them all in time, and thus, it makes enemy.damage irrelevant since they don't hit me. Turret HP and HP regen also become irrelevant stats.
  • I think I had the most fun when I made the turret super strong with 45 range, 0.28s fire rate and 19 attack. Just by changing these 3 variables, the turret basically kills anything the moment it comes on screen. I didn't even have to mess with the enemies or world script. This point in the game was where the fun peaked for me - seeing the turret super strong, but I didn't know if that's the intent. I submitted with these stats and got 0.5 score.
  • Throughout my playthrough, I felt like there is some info I'm missing out to make this fun, but I couldn't quite figure it out. I did a serious playthrough with values that seemed sensible but still 0.5 rating.
  • I noticed the console window, but wasn't sure what I was supposed to be doing or looking at here. It shows me all the info but I don't know what I can do with those info to make a balanced game.

Overall, I still liked the UI and the concept though, and despite its flaws it managed to engage me to an extent because I wanted to try my best to figure out what I needed to do, something that I don't do often for games that bore me, so that was nice. Maybe I'm not the best audience and perhaps this would be a game relatable to game developers which is basically everyone else here haha.

Screenshot of the bug:


Developer

Haha dont worry, I made you read a lot of text, now its my turn :D

Anyways really great feedback! Yes the menu bug is indeed due to the first lag spike, it seems to be fixed by just flipping through the page until it resets at page 0 again though.

As for the game, yes you indeed have to make it balanced, unfortunately the only menu i have to show that is within the console, underneath the "tower health" section that there is listed all the reasons for why you mightve "resetted the game timer", basically the tower can't be too op and also can't be too weak.

Btw yep lower fire rate, health regen, and spawn rate, would make them faster,i tried to highlight these in the "fake comments" within the flavour code text under them but seems its still too vague.

Anyways if you ever needed anything in more detail, i had overhauled the game page last night to include an in detail table of every common misconception :D no worries though if you don't wanna check it out. Glad you liked the game at least!

Submitted(+1)

Really cool game, very polished and great concept

Developer

Im glad you enjoyed it!

Submitted(+1)

This is just one of those ideas that's just a banger outright.

Everything was presented very nicely and once you get a hang of it; it's just a fun time. Also reminds me of an old project a professor assigned to my class "Balance this tower defense sheet....in Excel." brother made us program in Excel :')

Developer

Really happy that you loved the concept! Programming in excel sounds fun :>

Submitted(+1)

Wow! That's really impressive! Very well made and nice polished. Didn't expect that kind of game here. Great job!

Developer

Thanks for giving it a shot! Glad you liked it!

Submitted(+1)

I played the game and realized I got no idea what I am doint with those codes. :D But it was fun and I am amzed to see something like this being made. 

Developer(+1)

Thanks for trying! Indeed there is a little bit of a learning curve haha, had to do a whole page overhaul last night to have an in detail description within my itch page for anyone who needed it

Submitted(+1)

Overall quite a fun game. The concept is really good. The visuals and audio were nicely done. However, the learning curve could be quite steep. Also, the randomized values are quite a pain sometimes when you just don't see a value near what you need. Those are kinda the only complaints I have. Well done!

Developer(+1)

Thanks for giving it a try :3

Submitted(+1)

So fun! ui are great sound effects are enjoyable and nice music! high ratings!

Developer(+1)

Thanks for trying it out! Glad you enjoyed :D

Submitted(+1)

Nice game well done

Developer

Thanks for giving it a try!

Developer (2 edits)

Notice: I will be trying to upload a short full game win video and link it in this game page in about 4-5ish hour's time, in case anyone really wanted to play but couldn't figure out the controls sadly :( It can act as a quick tutorial as to how the controls work :p

Edit: Page updated! Have fun jamming :D

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