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Earthline Protocol's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish & Release | #16 | 3.024 | 3.429 |
| Use of Themes | #17 | 3.528 | 4.000 |
| Gameplay & Mechanics | #18 | 3.024 | 3.429 |
| Aesthetics | #19 | 3.402 | 3.857 |
| Overall | #20 | 3.125 | 3.543 |
| Writing | #24 | 2.646 | 3.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Artistic Statement / Use of Theme
Our project is based on fighting against natural disasters. Each solution in the game (towers/city upgrades) is based on real-world science and solutions, but exaggerated/personified so that it makes sense in a video game. We wanted each quadrant of the map to embody different climates and threats, because the real world also has a variety of different natural/unnatural disasters depending on where you live.
For our animal towers, we were inspired by Root (a board game) and their cast of animal characters that each embodied a fantasy archetype. We decided that each animal that would likely have to face off against these natural disasters should equip the tool to do so.
Development Summary
In the beginning, the ideation sprint was an explosion of different ideas. Ian had already come in with a vision of what the gameplay mechanics would be, but the aesthetics, specific towers, and additional gameplay mechanics were still on the table. We over scoped a bit, wanting passives/upgrades on towers and enemies that eventually got scrapped.
Our biggest challenge as a 6 person team in 4 different time zones was finding time to get together and discuss next steps. Everyone on the team was able to contribute their fair share when the plan was clear, but working asynchronously can sometimes make the plan a bit fuzzy.
Release Plan
The current project is fully functional and includes all of our towers, enemies, and systems. If we were to continue working on it (we have not decided yet), the main goals would be to clean up the UI and have it bordering the map instead of overlaid, add new gameplay effects to enemies/towers, and add more visual effects to every aspect of the game.
Topic Tags
Heatwaves, Wildfires, Hurricanes, Tornadoes, Landslides, Floods, Clean Energy, Extreme Heat
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Comments
This was a pretty fun game, the aesthetics were nice overall, and the gameplay was fun but had a few problems I'd like to point out, for one, while not having a tutorial for the towers is fine, since it's fairly intuitive, the temperature rise is a different case, i still have no idea about that mechanic and how it works. I liked the enemies and towers being specifically made to kill certain disasters idea as well just would've liked more gameplay variety in them like the one tower that emits aoe damage instead.
Tower Defense is a very clever way to show the themes of the game! Love the character designs, but in some of the menus I fear some details get a little lost or compressed. Some more tutorial on how to buy and place heroes would be helpful as I couldn't figure it out until stage 5 (whoops!).
Very interesting use of the theme for a small little tower defense game! I like the art quite a bit, and think using different disasters as different enemy types is unique. I'll say I had a little difficulty with some controls since the purchase menu kept closing when i tried selecting a tower. Still, the game is quite charming, and I give props for the unique idea!