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Ain't no candy for ya!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #125 | 3.706 | 3.706 |
| Enjoyment (Best Game) | #160 | 3.353 | 3.353 |
| Sound Design | #222 | 3.176 | 3.176 |
| Aesthetics | #238 | 3.647 | 3.647 |
| Story | #399 | 2.118 | 2.118 |
| Horror | #597 | 1.765 | 1.765 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you make this project in?
Unity
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Comments
Nice concept, I like the children animations! And the musics haha. Something is weird with the preparation of the tiles, I don't know what, but when this would be done, it could be a better and fluid experience!
Very cool game! I loved the tile-based tower defence, although it sometimes felt a bit too random (I was unlucky enough not to receive a candy factory for 4 levels straight, haha). Very cute animations and visual style, I loved that the kids are running away when their HP goes to 0, this was a very cute detail. From the strategic standpoint, I really liked the idea that you have to feed your currency to the towers; this created an interesting dilemma and made the enemy wave phase very dynamic. However, it was somewhat unintuitive that tower charges are time based, I burned a lot of candies before I understood that this is the case. Maybe consider making tower charges shot-based, so that they only spend candy when they are shooting. Just an idea.
Thank you for the game!
Not my type of game at all but still a good game and especially so for a weeks worth of time! It feels well crafted and polished in most aspects, good work!
Wow! This is a well-executed game. The art is beautiful, and the music is spot on. Congrats.
Very enjoyable game, very fun, great job by your team, music and SFX was on point, the graphics, design was really good honnestly,a great tower defense especially in a wekk. Good job.
Delightful! I very much enjoyed the premise, and the design choice to force a decision between upgrades and functionality was compelling. Excellent artwork too! The music choices were effective, but a game like this really needs some delightfully silly SFX to put it over the top. I had a lot of fun. Congrats!
It's a good tower defense game. I really like cozy games, you have created a great atmosphere using visual and music. The game system works well, and you enjoy resource management. I would like to see more development: more tiles and enemies, but what we have now is working fine.
Cool game :) I really enjoyed and gave it couple of tries to actually get through :D unfortunately I found a bug with slowing down tiles that kids movement got to 0 and I couldn't finish a round. But it's meant to be buggy at jam :)
overall aesthetics are great, cute animations, nice concept and execution :)
This is probably the first Tower Defense-style game I’ve seen in this jam! Mixing in puzzle-solving mechanics makes it really interesting, though the random tile generation can make it a bit tricky to play sometimes.
But your models and UI look really good. Seriously, props for that!
It's a really interesting idea (grid-based puzzle x tower defense), but holy shit those kids are indestructible.
Cool little game! I managed to finish the level, I even wish there was more. The game is not well tutorialised enough,it took me some time to understand on how to fight the kids. I really like the fact that you have to play during the attack phases. I wish there was more strategies during the placing phases. Overall, good game, i wish the UI, the sound design and the feedbacks were more polished
the art is great, the models are cute
and the idea about set tiles is funny.
but I can't defeat even one monster, it's too hard for me...
Thank you!
Yeah, I think we've made our game too hard...
Did you click on your towers to give them candy, so they could work ? ( Only when one monster is on the tile)
It's a cool idea, but the build system is quite broken and needs a lot of work, nevertheless good job finishing the game jam! I hope you'll also check my game!
Thanks for the review !
I'm not sure I understand what is broken, did you manage to finish the game?
Oh, I thought you already knew, but I can explain:
Destroying structures feels awkward and unresponsive. If I recall correctly, you can't even cancel destruction.
Depending on RNG to get turrets makes most runs impossible to beat. Instead, you should just buy turrets separately from the tiles.
A 3-tile distance to the house is too small, and because of RNG, most runs will end up with only one possible path. Also, many tiles are just impossible to place — in a complete game, all tiles should be usable at any given instance, or simply don’t give me tiles that don’t fit.
Overall, there are many quality-of-life improvements that can be made, but the game is charming as is.
ps: I played your game a couple days ago so please forgive me if my answer isn't entirely accurate.
I love the context of the game haha. It’s interesting to have to build your own path using randomly generated tiles (I restarted the game a few times to get a good starting deck).
I didn’t like having to “load” dynamic elements such as the scarecrow and the cauldron, which I think require too much attention, whereas in tower defense games of this kind, I like to be able to admire the results of my defense.
At one point, while setting up my initial defense, I discarded too many tiles that didn’t interest me, and I found myself stuck. Maybe there could be a little algorithm to ensure that you can always connect the two ends, otherwise it’s game over?
Well done!
Thank you for the review !
We know the "load" mechanic is weird, honneslty we wanted to test a new concept and see how it feels
Ok yeah, we should think of something for that. We'll keep that in mind, thanks!
I really liked the aesthetics and the creativity, nice color palette and even details like a pumpkin slider for volume is really nice :D, despite it being more difficult for me to manage my candy, it was really well done with the paths and the defensive towers.
Thank you !
Man... I wish you had more time to polish this. The fact that you went 3D is in itself impressive, and you nailed the fun spooky Halloween atmosphere with solid sound and visuals. I'm really fond of the core concept. Placing towers also defines the path for the creep (trick-or-treaters in this case), I don't think I saw this before.
Not a fan of the recharge system tho :D Towers burning fuel at a fixed rate regardless of activity felt frustrating. it would work better if they only consumed candy when actually firing. That small change would make resource management much more engaging.
I'd love to see this expanded into a fully fledged game with bigger levels and more tower variety. Great foundation keep building on it!
Thank you so much for your feedback!
Yeah, I think you're right! We’ll keep that in mind if we decide to turn it into a full game
The game looks pretty cool, why didn’t you made a web version? It’s very important for jam game to have it.
Thanks! Yes we should learn how to do that !