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A jam submission

Enty TDView game page

A Tower Defense game with mining and a bunch of Ents
Submitted by euclidean-whale — 1 hour, 59 minutes before the deadline
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Enty TD's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#54.0074.007
Presentation#54.3134.313
Fun#103.9173.917
Theme interpretation#173.7923.792

Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 23 to 4 of 23 · Next page · Last page
Submitted

I can not stop playing xDD Awesome entry

Developer

Thank you! That's lovely to hear.

Submitted

I like how UI feels old-school. What did you use for it?

Developer (1 edit)

Thanks! The UI is just bevy_ui with bevy_nine_slice_ui.

Submitted(+1)

An interesting and promising game, I can imagine there are many possibilities for future development. The UI is also well done, although the pixel style is not my favorite. It is a big surprise that the enemies do not follow the path, especially when the road is painted so clearly, adding some extra challenge and strategic thinking.

Developer

Looks like Impossible mode is... possible!

Submitted

Mining + TD is such a great idea, I love the concept. The entry itself is really solid, but the core loop is missing complexity (everything  on the planned worker features list sounds intriguing). Coupled with the dynamic paths the obvious thing was to just place towers just at the end of the route instead of  spreading them across the map as I saw no incentive to do so. If you work on it some more, I'd love to see where it goes.

I'm not sure the music fits, but I really like the track (still listening to it now actually) - for me it's too chill for a TD game/enemy waves. Also a tiny nit - the audio should not start at 100% IMO. Props for having very nice settings (though I'd have preferred having one of the worker features instead).

BTW. I got a panic on my second run (I tried hard), I think it happened when one of the buildings was destroyed

`error[B0003]: Could not insert a bundle (of type `entytd::enemy::Behavior`) for entity 7208v261 because it doesn't exist in this World.`

Developer (1 edit)

Thank you for the feedback and for the the bug report. Sorry for the crash. Looks like that could happen if an enemy is killed on the same frame they destroy a building, or something like that. Filed away here: https://github.com/rparrett/entytd/issues/5

I think the music is probably just too loud overall, but having default settings not 100% seems like a great idea for a browser game, especially. Thanks for the tip. I agree that it's on the chill side. That's definitely what I was going for, but your feedback makes sense.

Submitted

Really enjoyed. What are the ore and crystals for ?

Developer

Thanks!

Metal and Crystal can both be found in the mountain. Stone with yellow bits and stone with blue bits respectively. They take a lot longer to mine than normal stone. I tried to set this up so that you'd have to think a little bit about what your workers are mining at any given time, but on Normal difficulty it's not necessary to micromanage the mining. There also used to be obvious metal veins to follow, but I couldn't get the balance right and ended up removing enough of the metal from the map that it just seems sort of random.

The crystals were for an unfinished "tower upgrade ritual" feature. Maybe I should have taken the time to completely remove them from the game.

Submitted(+1)

I really like your attention to small details, in my opinion it is what makes the game feel finished. All these small particles and animations, settings, coherent UI textures - it is great to see.     I am not the biggest fan of "retro" art style, but I guess it is just my taste. Great entry overall

Developer

Thanks for the kind words.

Submitted (1 edit)

Incredibly impressive work for a single person in 9 days.

I only played on normal mode, but it seemed like the optimal strategy was to dig out a semi-square centered on the entrance to the mines + try to avoid digging metals, and then spam build towers right by the camp. Once you figure that out there isn’t much else to optimize, so it seems like there’s some missing complexity (different types of towers, or some other source of complexity) – but obviously this is a jam game.

Developer(+1)

Thanks for playing, and for the feedback!

I think that's definitely the right strat at the moment. On higher difficulties you may need to fill in the u-turn spots that the final wave Ents use. But there may just be too much prime building real estate by camp.

Balancing was really difficult for me -- I kept wavering on whether I had time to build out debug tools to spawn arbitrary waves, etc. And I'm sort of happy that the thing ended up feeling like a game at all, balance-wise. For the jam, with only one level, I wanted Normal difficulty to be beatable while still making some mistakes.

Totally agree about the lack of complexity though. I had/have some plans for that, but I'm really curious about what sort of tower types or resources or worker behavior other folks are thinking about after their playthrough.

Submitted

Wow, I can really feel the passion poured into this one! The attention to detail, the UI, the tutorial, so many good things about it. If I had to nitpick on something, I would say the feel of the music didn't really match what I felt playing the game, but that's a minor one. Excellent work!

Developer (1 edit)

Thanks for the feedback!

Could I ask you to elaborate on your comment about the music? Was it more of a multi-tasking panic situation and less of a chill mining/building situation for you?

I had one suggestion to separate out the drum track and mix it in when enemies are getting close, and I'm wondering if that sort of thing (maybe with a bit more intensity) would help, or if maybe we just need another track to choose from.

Submitted

woohoo! Had fun with this. Great execution too, free of any bugs from my playthrough. Loved the graphics style, and it was pretty understandable on how to play.

A couple notes on playthrough - I found that I could leave some of the mining aspect of the game on auto if I set a ton of space to be cleared randomly. I also really would have liked to see some different tower types (maybe that could also help with the mining aspect so players could prioritize different ores for different towers or something) since I really like the tower placement strategy aspect in TD type games.

Great submission!

Developer(+1)

Yay! Thanks for playing and for the detailed feedback.

I really wanted it to be possible to play with one button, and the controls felt pretty intuitive to me but you never know how that's going to turn out. I have had a few folks not get that you can "paint" so I tried to just throw that language around in the mini-tutorial and on the itch page. I still need to implement edge-of-screen camera panning.

I had planned on an "upgrade ritual" for the towers that would use the crystal resource (if you happened to stumble on that deep in the mountain) but was nowhere near finishing it so it got the cut. And the metal ore used to be laid out in slightly more obvious veins that you might want to follow, but there was just way too much of it in the game so that got balanced out a bit. On the harder difficulties, you might want to micromanage a bit -- metal takes a long time to mine and if you go full auto you'll end wasting some time mining extra metal. I had contemplated adding a limit on the number of spots you could mark to mine out, but that feels like a bit of a shortcut/hack around the real issues.

I'll have to do some thinking about other tower types / ores.

Submitted

Well made

Great idea! I found it a tiny bit confusing (couldn't figure out how to get to the metal, and took me awhile to notice when I could or couldn't build towers) but seems like it has potential.

Developer

Thanks for the feedback!

Submitted

Nice genre mashup, it looks really polished. I dig it, I wish I could zoom in more on my screen though. I kept caring more about mining than defending and then losing haha. The music was also really relaxing. I think there's potential here, might be interesting with a day/night cycle... like the trees attack at night and then plant themselves during the day and can't be hurt... That might be coming from the side of me that is bad at tower defense games though 🤔

I did run into crashes trying to run this on my linux machine in fullscreen.. it was like... if it was fullscreened and I tried to move with wasd/arrow keys, it would crash

min > max, or either was NaN. min = 144.0, max = -144.0
Encountered a panic in system `entytd::camera::update`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!

Developer(+1)

Ah, thanks for the feedback. And the crash report. Interesting ideas. I definitely never tested going full screen or even changing the window size. I’ll check that out for a post-jam release.

Submitted

Interesting game. Well done! The background music was very relaxing :)

Developer

Thank you! I didn't personally compose the track, but it was a sort of laborious effort in its own way working through quite a few revisions trying to get the feel just right. I think it turned out pretty well! @hzsmith did a great job.

Submitted

This is an incredibly polishing game, I absolutely adore it. 

Developer

Thanks for playing, and giving me the warm fuzzies!

Submitted (1 edit)

Had a good time with your game until it crashed. I really love the dwarf fortress look and feel, and the music is good (but too loud). The tutorial worked great. I was a bit frustrated I can't have more workers dwarfs to scale up the defense especially in the harder modes. The engine works like a charm though.


The crash is: panicked at src/designate_tool.rs:186:45: index out of bounds: the len is 60 but the index is 60

Developer(+1)

Thanks for playing, and for the feedback and error report. At the last minute I lowered the music volume but clearly not enough.

I really wanted some mechanism for increasing worker count. The leading idea was designating a "party zone" where workers would go and potentially... make more workers. Unfortunately didn't have any time to explore that idea.

Sorry about the crash! I think it is https://github.com/rparrett/entytd/issues/1 and I would recommend staying clear of the edges of the map to avoid it for now.

Submitted

I didn't think it was gonna be my jam, but it WAS my jam. Very nice, I really liked the behavior of your own miners, they helped building when needed etc. I had to force myself to stop, very very nice!

Developer

Thanks for playing! I feel like the workers "ai" ended up in an okay spot despite how simple it is. They tend to stack up on each other, but other than that, the simple rule of "go do the closest task, and prioritize any towers without an assigned worker" worked out okay.

Submitted

this game has a ton of potential imo. the base mechanics are pretty fun an interesting to work with. would love to see this expanded upon.

Developer

Thanks for playing!

Submitted

I enjoyed this so much! The art style is heartwarming, and the game is a lot of fun. It works awesome as a jam game and I could also see this growing into a bigger project. One thing I would love is some sort of area selection so you could select areas to mine faster. Awesome entry!! ^u^

Developer(+1)

Thanks for playing! I agree that the mining tool could use some work. Although I was sort of thinking along the lines of making mining harder somehow, haha. And thank you for the feedback, I'll keep it in mind if I get around to reworking the mining tool.

Submitted

Definitely, making it more of a challenge seems like a great idea! That way you would have to balance between building defenses and getting resources. In any way it was very enjoyable!

Submitted

This was a blast! I'd love to see more of this game!

Developer

Thanks for playing!

Viewing comments 23 to 4 of 23 · Next page · Last page