Shows some good potential so well done!
Liked the art!
Criteria | Rank | Score* | Raw Score |
Graphics | #15 | 4.000 | 4.000 |
Controls | #18 | 3.286 | 3.286 |
Audio | #23 | 3.286 | 3.286 |
Accessibility | #25 | 2.857 | 2.857 |
Overall | #26 | 3.177 | 3.177 |
Fun | #37 | 2.810 | 2.810 |
Theme | #39 | 3.238 | 3.238 |
Originality | #49 | 2.762 | 2.762 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.2
Wildcards Used
Who Reads, Spoopy
Game Description
Fend off the forces of darkness to protect Sunlight City.
How does your game tie into the theme?
A Solarpunk society uses technology and nature to take on an army of darkness.
Source
https://github.com/RobTheGnat/godot_wild_jam_38/tree/develop
Discord Username
RobTheGnat#6620
Participation Level (GWJ Only)
First time for RobTheGnat and Neverdusk. Admin for D4yz.
Participation Level across all Jams
First time for RobTheGnat. Jam #6 in general, #3 as composer for Neverdusk.
A fun game that was easy to pick up. The graphics are top-notch and the sound was great. Really enjoyed what you created here!
Great art, professional quality! and nice music.
But the game is quite difficult for me, I've played it about 50 times and never made it past the third wave! Bummer!
But it's a great game!
I'd love to have some time to prepare before the enemy comes, otherwise a pretty neat little game, the art is lovely
Nice Art, and plays well! It could use a you win message, and a 5/5 icon showing how many towers you can put down. Congrats!
First off, the game looks nice! Although, it would've been nice if you used something else than the default font, because it looks unprofessional if you don't. Also, the lose screen is just a black screen.
The progression doesn't really work, since the enemies spawn all at once, & not in waves. Also, you had a cap on the amount of towers to give difficulty, but there's no real strategy to it. You just put down all your towers at the beginning, & wait until you lose. Maybe a money system in between waves instead could've solved it.
Sorry if I came across a bit harsh, but overall, I'd say your game was okay.
Thanks for the feedback. I had a couple questions :)
1) Also, you had a cap on the amount of towers to give difficulty, but there's no real strategy to it.
Our strategy is we need to have a rose tower to defeat the 'boss' since the boss has such a high hp. Just for clarification, the strategy you are talking about is after defeating an enemy you'll get 'cash' and then you can buy another tower types of thing? No so much rock paper scissors strategy.
2) Also, the lose screen is just a black screen.
How would you suggest we improve that? What are your thoughts?
Thanks again for the feedback
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