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Wow I can’t believe you managed to build such a complete game in such short time! The amount of towers, upgrades, currencies, types of enemies, … Really amazing! Not only that, the game was a lot of fun and I liked the pacing of getting more and more towers and upgrades each round. It kept me engaged until the last wave.

I see what you’re saying in the description about the difficulty. I’m not particularly skilled in tower defense games yet I managed to easily beat the waves by stacking a lot of towers close to the entry of the enemies. At some point they almost weren’t even visible and were being defeated before being seen. Those cannon towers are OP lol. But I feel like balance is such a hard middle point to find, especially with only 9 days to develop and test. Maybe some difficulty settings could’ve helped players find their own difficulty, but that’s probably really hard to achieve in this short period of time.

Great entry, thanks!

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Oh one thing I forgot to mention is kudos for giving the game touchscreen support. I was looking to play jam games while away from the computer and was pleasantly surprised that this game supported touch controls so I could just play it from my phone. The game even gave clear instructions at the beginning on how to use the touch controls. Awesome job there making the game more accessible!

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With GWJ's strong push for accessibility, we try to accommodate as many input types as we can. Even our games before joining GWJ we tried to be accessible, so it was a good fit for us.

I have to admit, mobile is often the last tested, which is why I missed adding a drag and drop mode for it, and had to settle last minute for throwing in some notes about how it worked when I realized it was not intuitive. I did mange one fix for it before submissions closed. By default, as soon as you click/touch the tower in placement mode, it would place the tower. With mobile, if you tried to click on the tower to drag it from the start position, it would instead place it there, which was not ideal. It got an update to require movement before placing.

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Ohh that would explain why sometimes (I think it only happened with the first tower of each type?) I’d buy the tower but would not be able to place it somewhere else, and it would end up on the bottom of the map, above the bar where you purchase/build towers. I thought it was me fat-fingering the screen and not dragging the tower properly haha, but it’s good to know it wasn’t just me. Still, it was a minor thing and with the generous resources you get I was still able to build plenty of towers where I wanted them.

All in all the mobile support felt like it was very intentional (even if less tested as you mention) and felt as a great way to experience the game.

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Thanks for playing, the feedback, and the kind words.

Balancing is certainly tough. We enjoy Tower Defense games, so initially had it much harder. In prep for the jam we dropped it down, including removing alternate paths for enemies to come from, and went a little too far. I do want to work on adding difficulty settings into more of our games, but I always end up putting it off, wanting more to be in place first, and running out of time for jams. Eventually we want our jam games to have a normal difficulty for people who play that style, and an easy mode for those who don't.

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I see, that’s very interesting knowing that the game was initially harder. If you’re trying to balance one difficulty for everybody, it seems sensible to me to err on the side of making the game easier. Mainly because you don’t know what type of players you’ll have, but probably many will be tower defense novices (such as myself). From my perspective I’d rather play a game a bit easy than too hard, which becomes frustrating. Especially for jam games where you want to have time to try as many games as you can.

That option of novice/expert you mention would already go a long way in making balancing easier, as well as potentially extending the play time of the game. I haven’t tried to implement those systems myself yet, but I’d imagine they’re not trivial to implement so in only 9 days it’d be hard to find a lot of time to invest in that!