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A jam submission

[Jam Version] Rabbit's Element DefenseView game page

A procedural card tower defense with roguelike elements.
Submitted by Moon9Rabbit — 42 seconds before the deadline
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[Jam Version] Rabbit's Element Defense's itch.io page

Results

CriteriaRankScore*Raw Score
Cohesion#103.8893.889
Visuals#173.7223.722
Overall#183.6673.667
Theme#193.3333.333
Genre Incompatibility#263.2223.222
Audio#771.2781.278

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Chosen genres
Tower Defense + Card Game

What was the size of your team?
1

How did you incorporate the theme?
At the start of each wave player can return a discarded card to hand, but it's banished when played.

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Comments

Submitted(+1)

Great submission, fully packed with tons of content. Congrats!

Developer(+1)

Thanks!

Submitted(+1)

I gotta say this is the longest I've spent playing any of these games. It was actually pretty addicting and I'm impressed at how many features you implemented given the time constraints. Admittedly I had a little trouble figuring out the discard mechanic, but it all works pretty well together and fits the theme. I had fun experimenting with the towers and upgrades so good stuff! Some audio would have been nice but you implemented so many other features I totally understand the limitations. Nice work!

Developer

Thanks! Tbh I lost count of all these features and overscoped a lot. I wanted to add many more cards and ability to choose a starting deck.
If only I had one more day I'd add some audio!

Submitted

Nice one. But need more dynamic

Submitted(+1)

So long as I do not use the cards their GUI is on top of the enemies so for the first game I lost because I didn't understand what to do. There is also no sound but I understand doing it solo is much harder than with a team.

Other than that there are lots of upgrades and the tower placement is clear since the we can see the tiles outlines. I didn't see notice any problem with the AI or the projectiles so far.

Developer(+1)

I explained everything in the "How to Play" tab in the main menu, so I think it should be clear enough what to do.
And yes, had no time to add sound or music, will add it in a post-jam version.

Submitted
Deleted 1 year ago
Developer(+1)

Thanks!

Submitted(+1)

Nice game!

Add some music, deck building and the info on placed towers and it'll be even more addictive.

Developer

Thanks! I'll add those in the post-jam version

Submitted(+1)

This is neat! This is very addictive, and it has a lot of potential for the future. Of course, sound, but beside that I loved it. You could add more variety in the towers and upgrades. The ultimate thing to do would be to add a deck building mechanic. Like before starting the game you choose which cards you want to use and then during  the game the draws are from that deck. This way you could go crazier with the towers mechanics, and it would create a HUGE replay value. (+ maybe some booster openings? with currency you gain depending on your score, it would be a neat progression system). So yeah, please continue this :)

Developer

Yep, that's the plan for the future post-jam versions.

Submitted(+1)

Fun game although I would have enjoyed it more if there was some music.

Developer(+1)

Thanks, would add music if I had more time.
But hey, you can always listen to your own music :p

Submitted(+1)

Epic game me like it but no audio :(

Developer(+1)

Thanks :)
Didn't have time for audio :(

Submitted(+1)

The game is very fun and addicting,but no music :/

Developer

Thanks, also stop flooding the leaderboard lol

Submitted(+1)

Very clean looking! the isometric view works very well with this game

small bit of feedback that can be reduced to preference/my own mistakes.  Sometimes I would click a card and it would place it immediately just because I would forget to drag.  Nothing huge since I can just remember to drag them lol.

Overall I really liked it! cookies were a nice addition as well

Developer

Thanks :)

Submitted(+1)

The tower defense genre is one that I sadly have not played in a long time. Therefore, I was expecting to be utterly destroyed at this game. I made the choice to play on normal difficulty in order to experience as much of the game as possible.

It was only a few waves in and I had unknowingly deployed my classic tactic: populate the enemy spawner with towers and upgrade them as soon as possible. To my surprise, I didn't feel punished for this style of play for the most part. That was until wave 7. I started to feel the pressure as the enemies approached my base, and the flaw in my strategy had become clear; any enemies that had reached past a certain point were free to attack with nothing to stop them. Fortunately, I ended the wave with 18HP left. 

The difficulty seemed to increase up until wave 10, but if I had some feedback regarding the difficulty curve, it would be that I got away with my cheap tricks for far too long.

Now we're onto the drawing mechanic. This was a great combination and whilst I have not replayed the game yet I can see it will create many unique possibilities for each attempt. The redraw option allows a greater chance of a fair start. I noted that I often had more upgrades than towers though, and while it is understandable to not have so many towers available, you might be able to experiment with the idea of combining elements so that more of your cards can be put to use. It would also contribute greatly to the replay factor.

I know that the music and sound was cut due to time constraints, so there's no point in me talking too much about that. Instead, I'll say what I did like: the graphics! Both the UI and in game graphics worked well together and were very fitting. I was very surprised to discover that you could zoom in on the action and even pan the camera around in order to get a greater view of the ongoing battle.

All in all, a very engaging game that I am interested to see how you will expand on in the future. Good work!

Developer(+1)

Thanks for the amazing feedback. 

About the difficulty I'm not exactly sure how to tweak it, because right now it's just multipliers depending on the wave and stage. This is I think fair after doing some testing and easy start is not an issue because next stages are harder.

About the deck, I know it's a big issue. I designed it in a few minutes from the cards I made before. I originally planned to give player a choice of 3 decks and maybe even ability to buy packs and edit the deck, but I didn't have enough time to make more cards.

Omce again, thanks for feedback, I will make sure to apply some of your ideas when I have the time to improve this game after the jam.

Submitted(+2)

Fun game, I loved the gameplay and the cookies.

Submitted(+1)

Good start of something and seems fine, audio would have been nice, but you know, time constraints.

Developer

Yep,  didn't have time to polish it. Any other feedback?

Submitted(+1)

I liked the use of cards to select what towers/upgrades to place, but was a bit confused on which enemy types where which, as well as had a few starts where I had no towers to choose from and was only given upgrades.

Developer(+1)

I added the redraw mechanic which should decrease the chance of a bad starting hand by a lot. And I agree with lack of ability to differentiate enemies. It took me about 5 minutes to make each sprite and due to lack of time I couldn't add any other indication. Thanks for feedback.