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Tower offense's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #724 | 3.593 | 3.593 |
Overall | #923 | 3.654 | 3.654 |
Creativity | #1036 | 3.741 | 3.741 |
Presentation | #1360 | 3.630 | 3.630 |
Ranked from 27 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?
First you build towers in tower defense mode, then you have to navigate through the level yourself in tower offense mode
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
I find this concept to be very interesting! I do have some suggestions though, if you plan on continuing the project after the jam. For one, I don't see the point of making the player run through the level multiple times. If they can beat it at the end, they surely can beat it earlier on, so I would suggest only having one run through. I think a remove tower button should be added. This would cause problems, because the player could delete them before running through, but you could solve this by having the player place towers before the attack, then losing control afterwards. Another thing, I wasn't sure what the game was testing of me when I ran through. It felt like it was strategic because I had to carefully place my towers beforehand, but I also could just use skill to get past anyway (and often needed to, but those times were less difficult). I think having the run through be as basic as it is doesn't allow for it to promote strategy or skill properly. Some more mechanics that encourage one of the options you intend would be a good addition. If you want strategy, then maybe decrease the player's health and include things only the player can take advantage of such as cover. If you want skill, maybe give the player a dodge or something and increase the towers' threat while still leaving it possible to get past unscathed. It's possible that some of these things were addressed later in the game though. I hope I didn't just tell you to do something you already did. Anyways, good job on the game!
Really cool game! Everything is very well done!
This is awesome! It works so well. Nice job on the tower shooters - can tell you're doing a calculation of the player's speed and direction to send the first shot to hit the player if they continue as they are. Good concept, too. I love the idea of balancing getting through the level like normal and having to get through it the other way, too.
interesting challenge to have to play both sides of the coin. good job on the execution!
Awesome take on the theme! We also made a reversed tower defense, but yours is the first I've seen that uses the mechanic of building the defense and then having to fight against it -- super cool!
Very neat concept! One thing I found is that the laser turrets are both WAY more effective during the tower defense mode, but also easier/more fun to dodge in the tower offense mode. This meant I only used 3 radius towers in my entire playthrough. Could there be a way to flip this?
like the idea that roles you play from both sides
really nice role reverse concept
The context switching between the different game modes was a super cool idea - the fact that every tower you placed was also self-sabotage is genius. This type of game could really go somewhere, awesome work!
that was a good one, the lasers following you but not the enemies was difficult, nice touch
best ive played so far! very fun
best ive played so far! very fun