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Twisted Helix

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A member registered Mar 13, 2017 · View creator page →

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Played to completion. In summary, I think this is a competent tower defense game with some interesting/unique things going for it, but it's held back by a few annoying mechanics and quality of life issues. Here are my thoughts (and there are a lot of them I guess? lol)

NOTE: I know this is a game jam and there's only so much you can do in a week, so take these thoughts with a grain of salt. :)

The core game loop is a basic tower defense setup. You buy your towers, build them, and then defend against incoming waves. Along the way, you unlock upgrades that make your towers better to deal with increasingly difficult and numerous enemies. Your game introduces a few "twists" into this basic formula: 1) You gain currency through a special kind of tower, the eggplant, rather than just by killing enemies; 2) your towers can fall asleep, making them non-functional, and even die if left too long; 3) you have a hoe that can be used to awaken and buff your towers; and 4) you can, crucially, buy and place more towers in the middle of a wave.

This results in a "predictable" sequence of play: You buy and place stuff at the beginning, then you run around swinging your hoe to keep your eggplant production flowing and making sure that none of your defenses are asleep when the bugs come.

I think the core ideas here are great, and they make playing the game more interactive during the wave phase. You don't just sit and watch--you have to "man" your defenses and make sure they're operational in places where it counts, as well as throw down new towers if one side of your base is getting overwhelmed. When this game is at its best, it's a nailbiting, desperate attempt to juggle lots of balls in the air at once--buying new towers, placing them in weak points, swinging your hoe to keep defenses and eco operational, etc. There's a lot to do in a wave and that makes the game engaging and fun.

This being said, there are a couple places where the game does not support the mechanics at the heart of what makes this game interesting and fun. A few come to mind:

Plants spontaneously dying is frustrating and ruins the ramp-up to late game. One of the fun things about tower defense games is that you start with a paltry little base, but eventually build up to massive defensive networks against insane waves of enemies. In this game, I was never able to get to that point, partly because of my own negligence and misunderstandings of the mechanics (I'll get to that), but also because of the plant death mechanics. I'm still not sure exactly what kills them, but plants sometimes randomly cease to exist without an obvious cause like an enemy attack or something like that. At first, I wondered if plants died on a predictable timer, but it at least feels random during play. It's annoying to see swaths of your defenses disappear before your eyes and have to rebuild them, tower by tower. It also makes it that much harder to build up to the late game mega base that is so much fun to see in action.

Rebuilding all of your defenses is also a chore when you have to click and place one at a time. :)

Mechanics are not clearly communicated to the playerFrom reading the instructions on the game page, I had no idea that plants could fall asleep or spontaneously perish. This ruined some of my mid-game defenses. One way to offset this would've been to add a timer of some sort to each plant (maybe in the form of a health bar?) showing how close they are to sleep or death, combined with sound effects telling you when sleep/death has occurred. This dovetails with a related point, which is...

Player needs more information about the state of the game. It's frustrating being on one side of the map and having no idea what's happening on the other side. You can be manning your eggplants one moment, only to find as you run to your defenses on the opposite side that they've all been destroyed or spontaneously combusted. Then it's a matter of rapidly spamming as many towers as you can to cover a gap that you didn't even realize was there. This is one reason why RTS games have alert sounds and various visual indicators to tell you when things are under attack or being destroyed in a part of the map you can't currently see. This game would've benefited from this kind of functionality. As is, if you want to be able to see the state of everything and hoe it as much as possible, you have to build everything quite close to the center, and even then you still can't see everything.

It would also be great to know how close a plant is to dying, how much health it has, etc. so that you can make smart decisions about where to reinforce and how much. 

Turret variety is not necessary, and perhaps not even viable. I beat the game primarily just using eggplant and broccoli spam, with a smattering of corn because I wanted to see other stuff. But because 1) everything dies to enough broccoli, 2) plants spontaneously die, including the expensive later game turrets (at least afaik--I only bought eggplant, broccoli, and corn), and 3) broccoli are cheap and easily replaced, my winning late game strategy ended up being just buying eggplants and broccoli. In the current setup, you'd be more likely to be able to incorporate more expensive turrets into your defenses if they didn't spontaneously combust all of the time. Maybe later game stuff sticks around for longer, and that's why it's more expensive? If so, that seems very important to communicate to the player so that they know they should be aiming for that stuff as they plan more "permanent" bases. 

Late game for me was desperate eggplant and broccoli spam. Because all plants (seem to) die after awhile, my eggplants also eventually died without indication or warning. Meanwhile, I'd been spending most of my seeds on defenses, including more expensive turrets like corn, so when it came time to replace eggplants, I couldn't buy them very quickly. This meant I could basically only afford broccoli and the occasional eggplant as I struggled to rebuild my eco base and build enough broccoli to defend the late game waves. The thing is, I ultimately didn't have trouble doing this. I would've expected the late game waves to be more difficult, but they didn't seem to pose much more of a threat than the earlier game waves. Even though my economy was messed up enough to prevent me from buying expensive late game stuff, it didn't matter; broccoli spam was enough to win the game.

Admittedly, some of this probably could've been avoided if I replaced my eggplants sooner. BUT I didn't realize in time that this was necessary, and if the game had more clearly communicated how certain mechanics work, when and where things were dying, maybe even displayed a count somewhere onscreen of how many eggplant plants I had, etc., then my chances of avoiding the annoying late game could've been offset somewhat.

In conclusion: I think this game is interesting and has a lot going for it, and I enjoyed my time with it despite the annoyances and balance issues listed above. I hope the feedback is interesting and helpful to you. Also, you should be proud of your work here. You have a fully functional tower defense game with an upgrade and wave system, which is no joke for a game jam. Well done and thanks for sharing!

This was fun! Reminds me of old school adventure games. Fun graphics with a consistent style, the sounds effects are hilarious and perfect, and it's nice you got to work on it with your kids! That's partly why I do these jams too.  Nice job on a really great entry!

Wow, this is my favorite platformer on here. Great mechanic, perfect use of theme. I was struck by the visuals on the first level - neat lighting effects and shadows, and the coloring indicating where to go for the exit is great level design. Difficulty progression is also very good. And this is your first platformer?  Great job on it!

Nice submission! A decent, straightforward, interesteing mechanic and good puzzles. Music felt a little repetitive. There were some inconsistencies with key mapping that were a little frustrating. WASD worked for moving, but not in the pause menu. The Enter key would close the pause menu, but wouldn't execute the selected option.

Overall a really nice entry, with just a couple of polish issues. Great job!

Thanks for playing and for your comments!

Love the UI on this - animated buttons that match the theme of the game. The music fits well, as does the opening dialog. Excellent super hero vibes all around.  I'll echo what others have said about the spatial awareness with the laser, but otherwise this was fun and a great entry. Nice work!

Thank you!  One of my sons did all the art and music and quite a bit of the programming. I did programming, and my other son did game design and testing. 

Thanks for playing!

Yeah, we should have added a bit to the tutorial about that. I want to explore better ways of doing that sort of thing with the keyboard. A controller would make that a lot easier. Glad you enjoyed it, and thanks for the feedback!

Thank you for playing!

A pretty good physics based puzzle game! The puzzles were fun and challenging. Great job!

Really cool idea! It gave me some Outer Wilds vibes - mysterious things going on. The simulation was impressive for a jam game, and I liked how exploring opened up new controls and new things to explore. Really impressive job!

I really enjoyed this one! The puzzles were fun and challenging, the art was really good and it all fit together really well. Great entry overall! Hope you plan to add more puzzles. And sorry I broke a lot of boards.

Really clever idea, and unique as far as I know. Great submission!

Really clever idea, and unique as far as I know. Great submission!

Thanks for playing and for your comments! Yes, some of the puzzles were tough to get through. Hopefully you found the skip button! 

Great work on this. There was a point in the first couple waves where I was starting get tired of the simple "run around and spam left click" gameplay, but almost as soon as it was becoming stale, you introduced new enemies to mix things up. Well done keeping it varied and interesting. I especially liked how the only late game healing option available to you (the honeycomb) also spawns enemies. It makes what is otherwise a boring and straightforward task a bit more interesting to navigate. (It also goes quite well with the theme!)

I ate way too many apples before I realized they were poisonous. :P

Congrats on your submission, and best of luck!

3D is hard, especially for a game jam. Congrats on making it as far as you did. I thought the music was peppy and fun, and the cloud jumping was the most interesting part mechanically for me. The game could do more to communicate what you're supposed to do and when you "win"; I got lucky and accidentally interacted with the bed when I was trying to touch one of those orby/cloudy looking objects scattered throughout the room, but I didn't see your game description until after I'd already finished. 

I found two fun little bugs: 1) I couldn't pick up the propeller from the propeller teddy. 2) If you drop the feather (or glasses?) in the dream world, you lose the super jump ability, which means you're effectively stuck in the dream world and have soft locked the game because you can't jump to the alarm clock at the end.

Congrats on your submission, and best of luck with future endeavors! 

Loved the music and the base concept for the game. Otherwise, I agree with others that it felt incomplete. The game did have a "goal" of sorts (growing the population around the totems), but all you really had to do was spam the sleep command to make that happen until your computer couldn't handle it anymore. Introducing some sort of challenge or decision, as well as a win condition (grow your totems to x number of villagers, for example) would take this concept to the next level.

Congrats on your submission, and best of luck with your future efforts!

Unique concept for a farming game (I guess this is Stardew Valley meets wave defense? lol). The music was cute as well. Unfortunately, I wasn't able to finish because the tomatathrows bugged out on me and wouldn't finish growing. It also would've been nice if there was a bit more feedback when you're being damaged by the plants. I didn't realize it until I'd already taken some damage.

Congrats on your submission, and best of luck!

Thank you for your comments! Yeah, some of the puzzles involved some guesswork to figure out, so hints would have been helpful. Don't feel bad having to skip a couple, I may or may not have skipped a couple myself (we had multiple people on the team designing them). We would have liked to have had more fire and wind levels, but ran out of time.  Thank you again for playing and for your comments!

I grew up on these kinds of games in arcades, so this was great to see - really took me back! Loved the vector graphics look, and the sounds.  A nice addition would be more visual feedback when you get hit and lose a life. At first I thought I was able to take a few hits before noticing the lives going away on each hit. The new ship is just instantly there and you don't really know it's a new one.  Also, you keep getting hit so you can instantly lose all 3 lives.

That's pretty minor though - overall I really liked it. Really good job!

I found this pretty fun! Really struggled on that first jump where you have to hit the platform just right and avoid the deadly plant thing, but it was engaging enough to keep going until I made it. The art was pretty good, nice use of parallax. My biggest criticism is the opening screens - they go by too fast to read, and there's also no skipping them. Both could be solved by just leaving the screen up until the player clicks /spacebars to move to the next one.

Otherwise, yeah, really enjoyed your game! Great job!

Thanks for your review!

Yeah, we missed "burnable" settings on a lot of things if they weren't directly part of a puzzle. We're happy you tried to burn everything, though :)

Thank you!

This was pretty fun! Pretty solid mechanics, good idea for the theme, a little repetitive. Nice job!

I really like the concept of this - very simple controls and watching your villagers do their thing. I initially thought just clicking on the goblins would have the villagers attack them, but the player clicking damages them. It helped a lot once I figured that out!  I think the graphics are pretty good, and the play is very smooth. I was never able to get very far because it would lock up after a while.  Still, I think this has a lot of potential - nice job!

I really enjoyed this! Good puzzles, straightforward gameplay, great use of the theme! Great job!

This was pretty solid! I never fully figured out the wall jumping, but I'm awful at that kind of thing anyway. I had fun playing though! Nice job!

It's a fun idea and I enjoyed playing it. Would have liked to see the WASD keys also usable for moving. Regardless, nice job!

Thanks for your feedback! Very happy you liked the game. The dialog skipping was definitely a needed feature, especially in rooms you might have to repeat several times. Once the jam is fully over we plan to do an update with some polish including that feature.

This is pretty fun! Good concept, nice graphics. The controls were too spongy, and there were often collisions detected what felt like much too soon. Otherwise very nice!

Thanks for your feedback!  I also hate the word wrapping skipping like that. We actually have the Word (Smart) option turned on thinking it did the same thing but it still happens. I think that option is supposed to break a long word that doesn't fit on the line rather than let it get wider than the line if it has no spaces. However, I did just find the option that works.  There's a Visible Characters Behavior field - setting it to Characters After Shaping does the trick!

I enjoyed this! Really like the art style.

I really like the art! You did a great job on that!

The web version may have problems with using a controller. If your controller triggers don't work you should disconnect the controller and use the mouse and keyboard. The desktop versions should be fine, however.

The art is spectacular!

Great job on the game! I enjoyed it.

Thanks for your interest! I just put up an HTML5 build which should hopefully work for you. Let me know how it goes!

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