Oooooh, I love me some tower defense!! You've made a nice game, especially concidering it is made by one person alone, in a two week jam! I like the tower-swaping mechanic and the abiliity spread, cool ideas here.
If you want some constructive critisism:
I would lock the attack to the target in some way, atleast for some towers. Having a tower that doesn't hit anything didn't feel good to me. Also, the intro music sounds kinda jank when it's so hard panned from left to right. It's a cool effect, but as a solo-instrument it didn't work for me.
Congratulations on a good game! Best of luck :)
Play game
RGB Defense (Low Rez Game Jam)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #162 | 3.091 | 3.625 |
Audio | #246 | 2.558 | 3.000 |
Overall | #254 | 2.878 | 3.375 |
Authenticity (Use of resolution restriction) | #260 | 3.518 | 4.125 |
Graphics | #293 | 2.345 | 2.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Only me! This was an absolute blast to do.
Was the resolution a challenge?
It was difficult to design levels around the smaller screen space, especially since tower defense difficulty is often predicated on the length of enemy travel and the number of spaces available to place towers. I overcame this limitation by focusing the games mechanics on having less towers but instead maneuvering them to high-priority positions.
What did you learn?
I entered to learn tower defense design, and to test the concept of a more action-oriented abstract defense game. I had to spend a lot of time fiddling with variables to find a healthy balance between the methodical gameplay of your average tower defense and the split-second decision making of action game design. I am looking forward to bringing these concepts to a full-scale game in the future.
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