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I am impressed that someone finally makes the tower defense game. It's one of my favorite type of games. I had an idea of TD game that players can decide the path of the enemies which different from normal TD game. It will be very interesting if the players could build towers and making a maze. I see a lot of potential in this game. That's incredible that you made the game in 45 hours. 

I'm curious if you also wrote the pathfinding algorithm yourself within the time?

There is still some issue in the game. The BGM is a bit short that it loops very often. Also, it is a bit boring after that level started. Maybe some upgrading on the tower key? Or Implement the fast forwards? IDK.

I hope you could give me some feedback on mine ;)

Thank you for the feedback. I did write the pathfinding during the jam, but I already had some experience with making pathfinding systems from before the jam. It works similarly to tilebased pathfinding, but it's a bit more complicated to determine the valid adjacent keys.

The pathfinding system calculates the distance between the edges of nearby keys to determine which keys have a valid connection, it then find the shortest path between all of the connected keys. Then the enemies just move from the centre of one key to the centre of the next key. Which works well, expect for the space key XD.

Regarding the music, I know that it isn't great. This is because I'm still quite new to making music. However, this music is already much better than my previous music track. Lastly, I will also add a speed up button in the post-jam version. So that you don't have to wait so long during the simulation. I'll have a look at your game as well.

I have also some experience on A* pathfinding when I was making the TD game mentioned before. It's so sad that Unity AI doesn't support for 2D games. The algorithm is not very hard to understand. The difficult parts are how to determine the neighbour nodes and to re-path automatically, to me.