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(+1)

Congrats on finishing your game for the jam! Well done

The use of theme here boils down to randomized rewards after each wave. That's a fun take on the theme, but I could see it getting a little impractical for tower defense games as these games are really make or break on the balance. I think I needed a little more information up front about each tower's range - maybe show the range when you're hovering a tower before you buy it? 

I lost pretty quickly, but I still had fun building up those towers. The catapult seems too slow to ever be useful though, especially when it's the most expensive. It just didn't feel good to buy. 

Games like this thrive off giving the player as much information as possible - damage numbers, range indicators, wave counts, etc. Tower defense is a favorite genre, but it presents a lot of challenges for a game jam, especially in just 48 hours. Great job overall. 

Keep making games!

(+1)

Thank you! Yea, those are all fair points. This was my first tower defense game, so I definitely missed a few marks. Mainly being better about showing stats for each tower. The randomized rewards I was aware of, but since it's just a game jam game I decided to roll with it (he he) and see how it would feel in the end, also because it's more on theme along with the fact that you enemies are dice who roll down the path. 

I still like the idea of some randomization in the rewards, since it does couple nicely with the dice theme, but there definitely needs to be a bit more control over it from the players side. I've got a few ideas on how to address that though! Thanks for playing and thanks for your insightful feedback! Best of luck with your own post-jam project!