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Stellar Defender's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Is it clear how this comes from our launch prompt? (Off The Grid) | #2 | 3.833 | 3.833 |
| Does it work as intended? Does it crash? | #2 | 4.000 | 4.000 |
| Is it fun? Entertaining? *Not* boring? | #4 | 2.167 | 2.167 |
| How does it look? Is the art good? Is the visual design working? | #5 | 2.833 | 2.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- The whole 3D tower defense concept is really cool and executed quite well. I think you definitely get bragging rights for off the grid thinking. The placement controls work very well, and having the depth placement on the scroll wheel was a very nice touch. The visuals worked well overall, all of the 3D models for the defensive units looked cohesive and compelling, and the rifts made it clear where enemies could come from. The radii of the defensive units was useful information but got a little cluttered visually, potentially only having the shooting radius of the currently selected unit be bold and apparent might help clean that up a little bit. I think there’s a disconnect between your 2d art and your 3d art. Think about defining a color pallet for both to work from for more cohesion between the two mediums. I appreciated the names for all of the upgrades, they were clever and made me laugh :) There are just a few things that could help with the polish a bit: starting the game centered on the thing you're trying to protect would help ground the player immediately. As of now you start the game staring into the void. The goal and win condition could also be made a little clearer. I wasn't sure if it was survive as long as possible, make it to wave 100, or something else. It was also slightly unclear whether the red bar was the wave completion bar or a health bar, so a small label or visual cue there would go a long way. Overall, you execute and fairly complex concept very well and think you all did a great job!
- Inovative idea and decent looks, but placing turrets in 3D was very hard and and the UI could be improved.
- What works: - The idea of a tower defense game in 3d space is interesting. - I was pulled in to the space scene as soon it started What could be improved: - Some instruction at the beginning would be great - Visual indication of where the attack/attackers are coming from would be nice to know where to place my defense - The UI can be scaled down - Need descriptions of what each defense does
- Took a while to figure out how to play. There were some texel inconsistencies/texture scaling things that made it unclear if the UI/textures were working properly? The controls were also somewhat difficult for the space. An orbit camera _may_ have felt better? It was also difficult to tell where I should place my defenses because the "rifts" were edge-on to the black hole. I did not like the TAA/motion blur. I wish I could've disabled it. Thankfully, it ran on Linux with zero issues through Proton/Steam! ProtonDB Rating: Platinum
- I like the visuals of the black holes and the turrets! There needs to be much more clear indication of where you're placing things and where enemies are coming from. Also, the UI is very intrusive and stretched on the first page. I like the idea of a 3d tower defense!
- The premis of this game is pretty fun, but the coin amount you start with is pretty high. So high to the point where it feels like there is no gameplay, because of how easy it is. I really like the idea of a tower defense game in space, and this game has a ton of fun potential, but you need to have a money reward system so you can start off low and then earn more as you play. The art is really charming for this game. The simple 3D models are fun, just need a proper material/texture pass. As for all the red lines- are those collision spheres? If they aren't, I reccomend making it more fun and have them act like proper orbit rings with a fade and proper material that could panner. Theres a ton of little red lines everywhere and it's a bit of an eye sore, it takes away from the focal point of the environment which is the planet you're protecting. At the beginning of the game it was pretty confusing, there was no proper tutorial and UI is pretty blurry (check the texel density, the compression settings, and if it's anchored properly for different screen sizes). After a bit of messing around I got the hang of things, but most players don't have that patience or attention span. Is there a 'end game' to this? Or is it infinite? Great job with this game!! I can see there was a clear vision and you guys stuck to it.
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Comments
Very fun idea, but there should be a proper tutorial, I had no idea I could move around the world until halfway through haha
Really cool concept, and like how it finds a way to fit into the theme, The UI can be confusing when you start and a little garish. You start with a lot of currency which makes the game super easy, resulting in it getting boring kind of fast. The win condition is kind of unclear making it so that you have to surmise what it is you ave to do. It is a tower defense game so you get the gist fast. 5.4/10
Wow this is so awesome and amazing I wonder what handsome fella pitched this idea
Hmmm....