I'm not sure how, aside from not really being into this genre, but I haven't heard of a whole lot of tower defense games without towers that defend, so probs on the creativity.
The art would have been excellent, if there had been more of it. The UI and player, along with the enemies are just placeholder assets. A different cursor would also have been nice to see too, but I get that time was limited. That which is there, the carriage filled with gold, the map and player attacks, are great however. That bling of the gold? Beautiful. I understand why the enemies want it so much, hell, if I wasn't already defending it, I'd join them.
Audio, well. Like most of the art, it is unfortunately missing. But again, time constraints make this difficult. Especially since we don't even get any sound design classes.
Narrative: As I've stated prior, I get why the enemy wants that gold so much. Personally, I imagine them to be goblins, but it's hard to tell without any visuals. The player seems to be some kind of mage? Again, missing art really takes away from this again.
And finally, Enjoyment. While the 'defending the carriage' part in itself, and the variety in possible attacks the player has, is fun, the game suffers from some other issues, that I believe could be worked out if the game got a little more time in development. I see three (or four) main issues 1: the controls shown at the beginning aren't accurate. It says that you can use the mouse wheel to switch between attacks, but neglects to mention the far more convention q and e key to do the same. Along with that, it is never explained what these attacks do, nor which one is currently selected. And even worse, the game starts off without any attack being selected, leaving you to spam the left mouse button without any attack. What I would like to see is a an UI element showing the currently selected ability, with a sprite that gives you some context before you use it yourself, and a cooldown. Additionally, using the number keys 1-3, would be cool since they would give you a better feel for which ability you are currently using, since with the current method, I was just spamming left click and e in hopes that I'd get an attack that wasn't on cooldown. 2. wave 3 seems to be bugged. There are some enemies popping in and out of existence in the center of the map and I'm not sure whether you have to shoot them or if you just have to wait them out, either way, I doubt that is the intended experience. Before I get to the final point, here's an honorable mention I would have liked to see: a countdown before the next wave begins. Now. 4: There is no loss or win state. You can't die from the enemy attacks, and even if your gold goes down to zero, nothing happens. The same in wave 4. Once you defeat all the enemies, it just leaves you with the memory of your actions, were you really justified in killing all these poor Goblins(?). What was it all for? All these are questions to ponder as you wait for a win screen that will never come.
I wish I could have better things to say, there is so much potential here. I'm assuming there were severe issues behind the scenes, because I know for a fact that all of you can do better than that. Thank you for participating and I'm looking forward to the next time.