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Nice little tower defence game, i liked the simplicity of it. Tower defence games often get very complicated with thousands of upgrades with tower and enemy types, but here we only had three district types that each do something different. And instead you have to focus on the missions you would do each round, which was a nice twist.

Also the sounds where very satisfying to listen to, especially at scale when hundreds of towers are firing.

I just don’t really like the map design, it feels quite claustrophobic, it’s all extremely narrow. There was so little space to place your towers and the placing areas where not quite clear, you had to fiddle quite a bit to find a good spot. There are more than enough places for the towers, but it kind of felt like mostly just spamming them, there was little strategy involved. I think the reason is, with the small map and a ton of overlap, it’s extremely hard to track what tower has what impact, because all are constantly firing all over the place. So i would be missing a bit better overview here.

Those are some interesting thoughts, we definitely tried our best to balance towers to feel impactful both in early and late game, although this of-course becomes a problem when trying to cater to different types of players. We love that the tasks were received so well as we spent some time making sure they added to - instead of taking away from gameplay. 

and yes, we went through a lot of iterations on the map design, eventually opting for the one you played. In hindsight, adding a way to increase damage for a tower might have allowed us to focus players into using less towers, while also increasing the risk of the "freeze a tower" task variants, but alas. 

We will of course take this into account with future updates so we appeal to as many as possible. If you have any things you felt were missing in the game we'd be happy to hear them, maybe new tasks you wanna see?