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(+1)

Feedback/Critique: Well, buddy, this is the third (third, right?) entry that I’ve seen from you, and they just keep getting better! This was definitely your best entry yet.

  • Sound / music: The 8 bit sound at the beginning kind of clashes with the music in the main game. I would stick with one musical aesthetic or another. Also would have liked to see sound for the towers firing, enemies dying, etc.
  • Graphics: On the whole, not bad, but I wish you could have animated the towers firing. Great day/night option though, I loved that!
  • Gameplay/UX: I was a little confused initially, I didn’t realize I had to drag the card to the tower in order to play the card. Once I got the hang of that, it was fairly straightforward, but there is an element of randomness that is a bit overly frustrating. Several times in the start of the game, I would have no towers in my hand, and have to watch as enemies destroyed my clock tower. Even on good runs, I don’t know what the towers actually do, damage type, etc, so I have to play several times to figure out a good strategy for setting up my towers, and it felt a little bit hap hazard (especially when I didn’t get the same towers.

That said, this was a very cohesive game. I saw you added in game menus, which is excellent, and you have taken previous lessons learned to heart. I am Really enjoying your entries and watching your growth here. Keep up the excellent work!

Thanks for playing!


I agree about the bad hand start. At the very least a quick restart option would have made this a lot less painful. It's also really bad if a new player opens with that for their first hand ever. 


Randomness was an intentional design goal from the start. I wanted to know if by using cards I could add build variety to a tower defense game.

However. I do understand how it's also frusterating. 

First, there needs to be more information presented to the player. 

Second, it could also be a content issue. For example the next card I wanted to add was a slow ability, and in play tests I was like that build could have won if I had that implemented. 


I need to find an artist to really bring these to the next level. 

I don’t know what your stance on AI is, but it may do to have assets generated with AI as initial placeholders if you are having trouble locating an artist. The way I see it, you’re creating a product/content, not art (or, put another way, the art is in the dev process). Where I have time, I create the art assets myself, given that AI is remarkably inconsistent when it comes to style (I don’t have time to train an AI on my specific art style).

Of course, if no AI is a hard no stance for you, I’d recommend grabbing assets from anywhere you can. The latest game I’m working on for 1G1W #5 uses assets from RPG maker for instance.

Still a good game though, don’t beat yourself up too bad, lol. The progression of your games is showing, and it’s an upward trend.