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Sketchy Defence's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #9 | 4.200 | 4.200 |
| Audio | #14 | 3.480 | 3.480 |
| Overall | #44 | 3.207 | 3.207 |
| Special Object Implementation | #56 | 3.080 | 3.080 |
| Gameplay | #57 | 2.640 | 2.640 |
| Theme Implementation | #58 | 3.320 | 3.320 |
| Fun Factor | #69 | 2.520 | 2.520 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
The game revolves around defending a spaceship from waves of enemies. The ship generates its own gravity, affecting the movement of nearby entities. To highlight the pen as a core element, the visual style is hand-drawn on a paper-like canvas, representing the player sketching defensive ships in order to survive as long as possible.
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Comments
I love the art style and music, it reminds me of computer games I'd play as a kid!! The only thing is that I was quite confused on how to actually play for a while, so a more detailed explanation would be appreciated :)
It has some of that old flash game feelings hehe. Unfortunately we did not have time to make a tutorial and the crafting system is a bit hard to understand by itself.
I loved the art of this game! I think the idea of combining item crafting with tower defense is really good — very original. Congratulations!
Thank you :D
You guys nailed the art/audio. The UI and actual game assets look pristine.
I found it a little boring building the same triangle/square/square thing every time. I found myself not really looking at the actual game area at all; I was purely looking at the crafting menu and craft button, just hammering that out as fast as I could.
I really respect you guys trying out such a novel idea!
Thanks for the compliments ^^ The crafting zone end up taking all the attention and prevents from focusing on whats really happening. The crafting mechanic needs a twist in order to really merge with the rest of the gameplay.
I see alot of people talking about how the crafting is a bit redundant in the game, maybe a solution could be to make each crafting shape limited, then have a set amount of "generators", so you could farm two shapes at a time but not all three. I'd think this would make the player think more about what resources they are lacking and hence be more engaged.
Also, maybe allow rotations in the crafting for different effects. For example, making the rocket in a diagonal fashion would make three smaller, weaker rockets, and turning it horizontal would make a weaker homing rocket.
Obviously don't be too pressured to add everything and anything, do what you want to do. This game has gotten me to yap and you should be proud(?) of that. :)
I like the generators idea, extra spaceships could be used as shapes generators or even rockets and other weapons. Overall a more complex and reactive crafting system is needed in other to improve player engagement over more than 5 minutes. I hope you liked it and thanks for the feedback ^^
I definitely liked it! sorry If I didn't make that clear lol.
The art is amazing! Though, as others said, it was a bit confusing without a guide :')
I like the idea of speedrunning crafting, maybe there could be combos (e.g. craft A -> B -> C -> repeat) to defend against hordes of enemies.
Thanks for the compliment ^^ Main mechanic while not complex by itself is hard to figure it out the first time. More complex crafting would make the game less repetitive, as you say a combo system, maybe try a Tetris like mechanic or something that feel more reactive rather than just do the same over and over.
I absolutely LOVE the graphics!
The gameplay could use some work. The whole game, I just grinded rocket crafting as fast as I could and then I'd just buy whatever upgrades I could afford. Not that fun. Otherwise, it works just nice.
Some variation in the crafting system would be very appreciated. But gameplay wise we were aiming for an incremental type of game where the gameplay itself is very repetitive while being very satisfactory. Ours does not feel satisfactory at all thus making the game less enjoyable. Thanks for the comment ^^
Graphics look great, sounds fit the vibe, there seems to be a good amount of upgrades for a jam game!
The problem is the gameplay, you're basically staring at the crafting part at the top right trying to it as fast as possible? Is there some strategy that's not just trying to be as fast as possible? Could have used a tutorial for sure since it took a while to understand how to defend at all.
The idea seems like it could be fun (as in crafting/drawing an object to defend) but this didn't quite get there. Not sure how to fix it, maybe some different control scheme so you can look at what's happening in the game instead of just the corner.
Hope I wasn't too negative, everything else was done really well!
Thanks a lot for trying out the game. Feedback is always welcomed. We tried to do a semi-idle game but gameplay wise turned out to be very repetitive. Crafting system needs revision in order to allow the player to focus both on what is happening in the screen while doing the crafting itself.
Ah it makes a lot more sense as an idle game. Although then it's kinda weird that "losing" is a positive thing instead of negative. Since it's the only way to allow you to upgrade (unless I misunderstood something). Not sure if that's a bad thing necessarily but just a thought.
Semi-idle game seems like an odd concept but cool to see someone experimenting with it!
I cant seem to collect the purple things, just me?
Already fixed ^^
I think the concept is cool and i like the art, the mechanics seem a little confusing and i was looking at the crafting table more than at the actual game, but this has a great potencial.
That's something we realized when actually playing the game. The crafting mechanic could be improved, maybe repositioning the table into a more centric area. Thanks for the feedback ^^
ok, i'm confused
good-looking, tho
Point is just to constantly produce space ships to survive?
Yeah, It.s about surviving as much as possible. Trying to achieve a little incremental game but ran out of time to add enemies, spaces ships and unlocks. And a tutorial would be nice in order to understand the basics. Thanks for checking out!
This looks like a really well polished game, but a tutorial would have been really helpful I tried really hard to craft stuff but i had no clue what to do
You're totally right. Recipes are in the progression screen. You get one for free, the missile, and the you can unlock one more. .
Very cool idea, this has great potential with a bit more time!!
I'm glad you liked it. We tried to do as much as possible in 3 days. Hopefully the game feels unique enough ^^
cant figure out the controls D:
Thanks for the feedback! We ran out of time (there were only 18 seconds left before we couldn’t submit it), and the controls aren’t very clear. As soon as I have a moment, I’ll try to add them in the description.
I totally failed because I didn't get the crafting on the first try, too. but then on the progression screen I saw it's showing you how to make a rocket. I didn't interpret that as instructions the first time around, because I didn't know I needed instructions :P I just thought it was... I dunno... decoration??? :P
We failed to clearly show the crafting recipes. Clearly a small tutorial is needed.
I like art, music/sounds, idea. Great game. I see this game more like clicker then tower defence. My right hand is tired after your game :D Please add upgrades to autobuild rockets
Thanks! I'm glad you liked it. Yeah we tried to do somewhat of an incremental game, semi-idle game. We were planning on adding tons of more upgrades but time is a b****.