Close Encounter
This game was created as part of the Blackthornprod GAME JAM #3.
Premise of the game:
Defend your HQ from the approaching enemies. The closer you kill the enemy to your base the more resources they drop. You use resources to buy more towers and fences or upgrade your HQ or towers (increases damage, but reduces range) and towers need to be restocked with ammo. You can reposition towers and fences throughout the game.
Survive as long as you can.
Currently no sound, not much balancing. Have fun anyways ;)
Tutorial is in the start screen.
I'm happy about any feedback you want to give! :)
CONTROLS:
Arrow keys - move
Space key (long press) - buy/pick up/set down
Space key (tap/click) - reload towers
Enter - upgrade
INSTRUCTIONS:
- This is you
- HQ ... keep safe from enemies; can be upgraded
- Tower ... shoots at enemies; needs to be reloaded; can be repositioned and upgraded
- Fence ... blocks enemies; can be repositioned
- Tower workshop ... you can buy towers here
- Fence workshop ... you can buy fences here
- Resource ... collect to pay for towers, fences and upgrades
Credits:
Font: https://jamiecross.itch.io/c-64-font-free
Art inspired by:
- https://sokpop.itch.io/simmiland
- https://www.kenney.nl/assets/micro-roguelike
Status | In development |
Platforms | HTML5 |
Author | devdave |
Genre | Action |
Tags | 2D, Tower Defense |
Comments
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If you start making walls (rows of fences), all enemies will glitch and won't move.
Also, there's a real math issue here. Restocking the towers is way too expensive, even if you kill all enemies, you barely have enough money to restock all towers. Failing at killing a single enemy or even making a single mistake (getting hit, losing a tower) will put you in deficit and make you lose. Make sure you get at least as much money for killing an enemy as you spend in bullets for killing it (even take into account a safe margin as you may spend more bullets than required if multiple towers shoot at the same enemy).
Restocking towers isn't a truly interesting mechanic, especially if you have to do it during a wave. The player will already be busy moving towers around if he wants to optimize. If you're worried he has nothing to do, give him the ability to shoot (that would significantly add to the gameplay).
Controls are messy. You'd really want to add another button instead of using the hold to "pickup/set down", especially if it's something you have to do in a hurry. If you really need to keep that mechanic, you should at least do it the other way around (hold to upgrade, click to pick/drop), as upgrading happens rarely and not in a hurry.
The "closer to HQ = more gold" mechanic is useless and counterproductive as regrouping your defenses around your HQ is actually easier. It would make more sense to reward risky plays by earning more money if you kill enemies near a border.
Fun idea and cool "style" though, but it was kind of sloppy imo.
Hey, thanks for the comment, I really appreciate hearing your ideas. You obviously spent some time checking out this game and put thought into your notes! I think you make a lot of valid points that I will definitely want to look into when I revisit this game after the jam.
Since this is a jam game I did not much time to balance/optimize, so the math problem you describe definitely exists. "Sloppy" sounds a bit harsh, but I take it ;) ... and chalk it up to the time constraints in a game jam ^^.
Sorry if I was too harsh, I was kind of in a hurry when reviewing this (as you were during the game jam ;) ) and focused mainly on negative points because it's what improves games. Ofc your game has potential ;) Otherwise, as you mentioned, I wouldn't have spent time playing it (and tried to beat it without success).
No worries 🙂 . Really appreciate the feedback!