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Fun game, I really like the idea of a tower defense game being more "active" through basically aiming.

Some notes that I took:

  • Bold choice to include the spotlight in the main menu. At first I thought it was annoying, because I didn't see the buttons, but it's also thematic and in the end, helped me get the importance of the spotlight before even beginning to play.
  • Good thing that you play a sound when the SFX volume slider is adjusted, I didn't think of this for our game.
  • Good job on incuding an info dialog in the beginning, although it was a confusing, maybe due to the layout. Also, I could place towers through them, it should disable the interactions while open.
  • The ability to fix the light in place was very useful, I could point it to a bottleneck while placing additional towers like crazy.
  • I could never defeat the boss. On the 3rd level, I came really close with 3 snipers, but still fell short. Probably could've done it with some more focus, but there were multiple possible lanes to cover, so I'm not sure what the winning strategy for that might be.
(+1)

Glad you liked it!

I imagined the menu spotlight to be from the side (as it is in game), but we ended up implementing it like this. Good to hear it's cool either way!

The boss is fairly difficult! The sniper really is the unbalanced and unreliable tower (most damage by a lot). You'll need a couple of those to beat the boss. Typical winning strategy for TD basically. Either cover the end with lots of AoE towers or a point where everything comes together. I believe it's the center of the map on level 3. About 3-4 cannons should suffice. A cpl standard towers and then just spam snipers haha