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(+2)

I like how you comprimed the whole "campaign" to one map. It is fun to discover new tower types every second wave, they felt unique which is great.

Dragon narrator is cool and he helped me to be dragged (no pun intended) in the story while providing useful info about unlocked stuff.

I've found both music and art very pleasing.

For the resources - sometimes less is more. In this case I felt pretty overwhelmed by the amount of different resources. There was also little feedback on what I have earned, so at the end I just didn't care, because usually I have had enough to build what I wanted.

The difficulty is on the easy side, which is fine for the game jam, but for the full game I would personally preffer more challange.

Enemies that were shooting at me were a little annoying as the only tower in range of them was catapult and as they stayed in the back, they were targeted as last, so meanwhile they destroyed a lot of my towers and I was shouting on my catapults: "Just shoot those guys first!".

Overall very good game. I had fun playing it.

(+1)

Thanks for playing and the feedback.

The varied resources was due to the theme and our intent do include more of a crafting element, that never worked out. We had lots of ideas for what we wanted, but were not happy with attempts to implement them, so fell back to basic tower defense, but with a lot of resources that ended up being mostly flavor text and setting.

If we did a full game we would increase the difficulty, and add difficulty settings. Even for a jam game, this was easier than we intended. One change we'd make is that we originally had paths at the top and bottom where later waves would come from, and we'd add those back. We cut them for the jam to simplify for those who don't normally play TD games.

Right now the towers all target the enemies closest to the end. If we built this out we'd allow you to set the targeting per tower, so you could have some catapults aiming for those hiding in the back, or perhaps by some other stat. It would mainly just be a UI change to add it. Given another day to work on this we probably would have included it.