Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Tower AggressionView game page

The Creeps have had Enough.
Submitted by Marcadius14 — 3 hours, 32 minutes before the deadline
Add to collection

Play creep

Tower Aggression's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#32952.9642.964
Overall#46382.2912.291
Enjoyment#48742.0182.018
Presentation#54961.8911.891

Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Tower Defense from the creep's perspective

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

It's probably one of the best concepts I've seen so far! Great job!!! The only thing I'd improve are the visuals, but it's great for a 48h game!! :D

Submitted(+1)

I think the idea behind this could be turned into something really interesting, but the controls and camera movement are really hard to get used to.

Developer

Glad you liked the idea. But yes, I definitely need to work on the controls and camera for next time.

Submitted(+1)

From all the games I've tried, your to first one with a reversed tower defense! I really like the way you execute it.

I wasn't expecting to see a game with gamepad controls in the gamejam. 

For keyboard and mouse, it was difficult to press both WASD and 1/2/3/4 at the same time. Since pressing WASD require the usage of all three middle fingers, I recommand using key that are closer to the thumb and little finger (e.g. CTRL, Shift or space bar!) Button on your mouse are also free. :)

Developer

I'm glad you like my idea. Agreed the controls could have been done better. I was trying to fix an issue where the mouse wasn't working and I think it impacted my keybinding choices a little too much.

Submitted(+1)

Hey, I love the concept of this game!! It's a little clunky (and the camera is quite disorienting) but its honestly quite impressive for a 48 hour game! :0

Developer

Thanks. I definitely need to add more control to the camera. I had fun coding in all the features, even if none of them got finished. 

Submitted(+1)

I really like the concept of being a guide in a tower defense game. Unfortunately I struggled to figure out how to get the game to work. I'm still impressed with how much you got done in 48hrs though! Keep up the good work!

Developer(+1)

Thanks, I definitely went far too wide and didn't flesh out a lot. Will hope to get as much done next year but more focused.

Submitted(+1)

Good idea, unfortunately, there isn't that much content in the game to mess around with. There are two main gripes I have with this. One is the control scheme, the controls were extremely awkward, especially for me who could only play with a keyboard. I'd recommend that you change the unit control to be based on something else so you do not need a unique keybind for each creep type.

Additionally, the camera movement was very strict and made me feel quite cramped when moving through the maze. Maybe this is intended, but it made it hard to look around and see what my creeps were doing and where they were at.

The other thing that I would note is that this game is surprisingly a lot more challenging than I expected it to be! If it were expanded into something more I would definitely try to ease the player into the game more. Having a wall of text and then immediately getting thrown in was a bit overwhelming. I'd also add just a bit of player feedback when your units die, you're taking damage, your current score, etc. The lack of those things made it hard to keep track of the state of the game. Beyond that, I think you'd just need a bit of polish to emphasize the gameplay!

That aside, the idea of having to be on the enemy side in a tower defense game is a really cool idea! I would definitely like to see this fleshed out more and it could evolve into a very interesting game.   Good job on submitting to the game jam! Good luck with the jam, and I hope to see more from you in the future!

I'm a noob, btw, xD:

Developer(+1)

Thanks for taking the time to give this detailed criticism. The camera did not work nearly as well as I'd hoped, although I did intend for it to be down "on the field" to match the role reversal vibe rather than overhead, which probably would have been most comfortable. And yes the controls were made early in the build and I was focused on fixing other things. I should have just had all creeps follow you, or do a point and click system. Also most of the UI elements I put in either didn't show up for everyone or didn't work during testing so I scrapped them, so I understand that frustration. 

As for the difficulty, I wish I had set aside some time for a tutorial, as that would have conveyed some of the intended strategies I had in mind, but I ran out of time. 

This jam helped me understand quite a bit about game design. However, I definitely over-scoped. Will keep these lessons in mind for next year. 

Submitted(+1)

I was thinking about having a reversed tower defense game, but I didn't come up with a concept that would be viable in the short amount of time. Yours is very cool, I liked it a lot. Don't worry about the camera and UI, we understand it's 48h :D Congrats on the game!

Developer

Thanks. My friend and I went through so many ideas but most either sounded unfun or too easy. I think I picked a fun one but, as you correctly guessed, it was a bit too much to finish in 48 hrs. Still learned a lot though.

Submitted(+1)

Cool core concept! Good job!

(+1)

I had no real idea of my success vs failure, until the end.

Developer

Yeah I messed up the aspect ratio on the UI pretty bad. Unless you were in full screen you could not see your score. I need to lookup how to do UIs that work on different sized screens.

Submitted(+1)

cool idea. the camera is a bit awkward and i couldn't see the enemy's towers.

Developer

Thanks, and yeah I still need to practice how to make a proper camera.

Submitted(+1)

I like the idea of different units having different strengths in order to strategize and maximize your score. I do think having them all be controllable with a button each made it harder to control and less predictable which could go against that strategic element

Developer(+1)

I think after testing it Sunday morning I came up with the same conclusion (controlling them all was best), but I already had so much tied to to the class controls that it was too hard to change. I'll make it less complicated next year for sure.

Submitted(+1)

Fun Concept, but it's hard to keep track of the units. Adding the numpad numbers would also be nice.

Developer

I wanted to use mouse camera as well but I had a hard time doing both controller/keyboard so I just went with controller. Numpad would have definitely been the best way for something like this had I gotten mouse camera to work.

Submitted(+1)

Pretty cool idea of guiding the units to the goal yourself.

I had a bit of trouble keeping track of all the units, having the camera from a bird eye view would be easier.

But overall even with this camera perspective it's a good idea! Great job completing it in such a short time

Developer

Thanks! I wanted to use the third person camera to convey the role reversal and have your general in the trenches, since the ones controlling the towers would have the bird's eye view. But after having so much trouble with the camera, I agree it would have been the better call to have the bird's eye view.

Submitted(+1)

Great concept! I like the aspect of protection, and I think with a few plays the strategy aspects become more clear.