Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Autunm Garden Tower Defense

A topic by Weazel Tech created Oct 10, 2022 Views: 558 Replies: 6
Viewing posts 1 to 6

This is a project that I started as a Entry for the GBJam, it couldn't be finished in time but I'm still working on it going forward.

The Idea is to create a tower deffense where you try to protect a garden from common garden pests.

It was also a good excuse for me to start toying around with Godot 4, even if I don't make use of many of the new features, but I would say I benefited from the new version.

Here's how it started.


This is what I had at the end of the GBJam.

Store system with temporary towers

And this is what it looks like right now:


Today I've implemented a new enemy to the game: the snail, a slow moving enemy with a lot of health

Planning Review

I think it is going to be a good thing moving forward, to try and look back on old planning and also consider the next steps for the Tower Defense project.

I had to clear up my mind on what I was thinking first, so I made this mind map


From this I figured out that my game needs more aspects of gardening in it, since it was my original goal with the game.

Right now the game is pretty generic mechanically, it is your standard Tower Defense, so to change things up here are the new game mechanics:

 - Move Flower Pots around the stage

 - Plants will get upgraded over time depending how long they survive

 - You need to water your plants for them to keep growing.

I would say that this concept is pretty unique even with the obvious comparison with Plants vs Zombies it is still different enough to not get the two mixed up.


So here’s how the game is right now.

  • Changed the UI 
  • Added Mouse and Touch Screen support

Currently working on 

  • Adding new enemies
  • Adding general UI to the game (Pause + Main Menu)

Bugs To Fix 

  • Plants are shooting outside of the range of the plants
(+1)

Orange style of visual. It is great! And this autumn theme. It has interesting visual. And it is also like a retro game! 

(+1)

The aesthetics remind me of the four-color CGA-era, which is quite unique.

To my knowledge, there were four different palettes in CGA. Return of the Obra Dinn (which only uses two colors) has a retro-style color scheme selection, and similar could work here also (despite being a completely pointless feature).

Yeah, I'm planning on adding a palette picker once I have more gameplay going, it would be a bit of wasted effort to add it now since there is a lot of stuff missing from the game right now. I think that's a feature with most of the low rez games that I have played, one that comes to mind is downwell.