[This game was also made to participate in the 2 color game jam, where besides the limitations of only using 2 colors the themes were "You are the weapon" and "Space".]
Tower defense action where you will be in charge of where turrets fire! Aim turrets manually by clicking on them, protect the space shuttle launch base, and recover supplies to repair any damage!
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Patron
Hey, I liked the idea, and I felt I was in more control than in usual Tower defence games. There was countdown for building and the turrets will disappear. As Kwisarts said, it got bit repeatitive after first run, so I didn't play through second try.
SubmittedTour on the Underworld
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Lv. 67
Note: You are not allowed to use free assets in this jam. You're supposed to make the visuals and music yourself. I recognize this music as it was also used in another game of this jam. However, I am not sure if it was from the marketplace or not? It's apparently allowed from there but... yeah... not keen on that anyway :/
The game is pretty cool though, although a bit too repetitive.
SubmittedPlease, Move To The Circle
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Lv. 13
Very fun game! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/XYfIcuyIYDU
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Lv. 36
Interesting use of the theme in a tower defense game. The exicution is also really good. Really good retro graphics only using 2 colors. The soundeffects are spot on. It feels satisfying to hit or kill an enemy. It overall feels very finished with the guy that's helping you in the bottom right and everything.
Like Fachewachewa, I also didn't really feel like in control even if I understand how it works. It's just so much happening at the same time. I think it could be fixed if the enemies came in waves so you can take a breath, check all the attributes and prepare mentally for the next wave.
But seriously, who thinks about stuff like this in a game jam?
SubmittedDeadline Disaster
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Lv. 1
Sorry for the late reply, but thank you so much for playing it!
The idea was to have a wave system but I ran short on time (I only actually worked on this game for about 24 hours) due to some stuff happening the first day. I had to settle for a constant stream of enemies at increasingly higher rates.
Had I had more time it would've been a bit more fine tuned!
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Lv. 17
This is a really cool concept, it would be great to see it expanded into a full game with the ability to customise which cards you bring (which would be way too much to do in a jam).
Submitted3, 2, 1... Evolve!
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Patron
Interesting concept, but I don't really feel in control, which is weird for this type of game.
I don't know if it's possible, but I didn't find a way to stop turrets from firing. Also, it took me a while to realize the cards were randomized. I kept putting one without looking and be surprised by the fact that it wasn't the type of turret I wanted, and that led me to wasting money. Some clear indication instead of "speed" and "power" would have helped a little.
Another thing on that "lack of control" thing: mortar are really hard to aim since it's a very specific range and there's the timing between shot that you have to internalize. It's an even bigger problem when mortars are required to kill shielded units (and hitting anywhere in the shield doesn't even seem to have an effect, you still need to be close to the unit ?)
SubmittedBoyard
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Lv. 1
Sorry for the late reply, thank you for playing the game!
Yes the cards were randomized because there wasn't enough time to create a whole deck system in just the time of the jam. It was meant to keep you from spamming turrets with the cooldowns but it probably could've used some fine tuning.
Mortars were supposed to have a minimum range they can start firing at, but their explosions would deal substantial amounts of damage anywhere in the shield.
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