quite a bit of fun! i really like the mechanic of having to scale your tower to get more upgrades, i dont know why its just a nice little step that kind puts a dampener on how fast you can scale (no pun intended). the core gameplay gets a little repetitive, as it is just shooting simple enemies, but you cant do much in such a short time frame. over all a simple but charming little experience.
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TowerUp's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #2032 | 3.161 | 3.161 |
| Overall | #3184 | 2.978 | 2.978 |
| Style | #3480 | 2.903 | 2.903 |
| Creativity | #3871 | 2.871 | 2.871 |
Ranked from 31 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?
You build a tower, you scale it. You scale your robot to keep up with the changing environment.
Development Time
(Optional) Please credit all assets you've used
see description
Comments
Really liked the enemy design! :) Their hitboxes feel a bit too big, though? Especially in the early game, it's easy to get trapped with no way back to the tower. Also, it would probably be good to lock the tower entry for some time in the beginning: I accidentally stepped back in multiple times. Not sure if that even matters (i.e. there's a day counter or something that affects which enemies spawn), but found it a bit annoying still. In the late game it's mostly a walk in the park then, and I felt severely held back by the maximum amount of pickups. There's really no reason to stay out longer than it takes you to fill up your inventory, which is a shame. Think I would have had more fun without that limit, trying to hold out as long as possible for harder enemies and more valuable rewards. Lastly, it took me ages to understand that the presents were indeed powerups. ;D Probably because the bullets are so small and the effect is hard to notice, but also because the different powerups override each other. Given the theme of the jam and the adjacency to the Survivors-like genre, it would have been fun to stack their effects instead, and go wild I feel. Love the ending sequence and how it rewards you with a longer animation for building a higher tower. :)
That was a fun take on the vampire survivors genre!
One thing, I only had a sound hint that i bought something, without any visual hint. It was a bit confusing.
I had a lot fun with this game, but I think I invested in to much of the tower upgrade haha. Great game, keep it up!
This is a fun game. I was a bit confused at first with the controls and resource management. But I quickly got it and had a lot of fun. Good job.
Fun concept, kind of a take on an arena roguelike.
It could use a bit of work gameplay-wise, though. Enemy spawning ramps up way too fast and they can very easily box you in and prevent you from going back to the tower before you get many upgrades. That + the stack limit and energy mechanic makes it so the most efficient way to play is to stay out until you fill your stack of items and going back in as soon as possible. The player projectiles are also really small and don't have an outline, so they're extremely hard to see.
I think if you lowered the enemy spawn rate scaling and didn't have a stack limit, there could be an interesting gameplay loop of upgrading energy to stay out longer and longer to risk getting blown up to have a ton of resources to play with.
Despite that though, it's still really fun! It's definitely got promise.
really fun and satisfying progression. had a few performance hiccups at the very start but it was smooth sailing from then on. great work!
Feels very luggy :(
The enemies eat and block you very fast
The overall idea is nice
Fun game! Though it felt bad to lose my triple shot powerup after picking up another present. It would be nice if either it was more clear which powerup drops or there was a confirmation popup in case you'd rather keep your current weapon.
Very fun game. Super polished and stylish. Kept looking for a score for some reason.
Really fun! Nothing stood a chance against me and my 0.02 attack speed (and with triple shot not even my pc stood a chance :p)
Game doesn't seem to be working/starting for me, I'm on mac so maybe thats why
Thanks for the report! It seems to be a problem with Godot 4 and macOS. I can upload a mac build after the voting period.
From https://docs.godotengine.org/en/4.3/tutorials/export/exporting_for_web.html:
"Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0."
We ended up not using SharedArrayBuffer since performance difference didn't seem large and it would have required a new pop up on itch.io. But it seems the WebGL build is still broken for macOS
Great game. The click to shooting is kind of old school arcade style is quite fun.



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