I didn't get how you can shoot to be honest. I also think that there are to many enemies so you get really overwhelmed
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Golden Defense's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #6 | 3.421 | 3.421 |
| Narrative | #7 | 1.789 | 1.789 |
| Enjoyment | #7 | 2.789 | 2.789 |
| Audio | #7 | 1.316 | 1.316 |
| Artwork | #8 | 2.421 | 2.421 |
| Overall | #8 | 2.347 | 2.347 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I really like the idea of making a tower defence game without a tower, but it's really hard to feel into the game as some important assets are missing (enemies, own character) and sound could also contribute. The existing assets look great, although I'm not sure if the background tiles have a different resolution as they look a bit blurred. However, I think it's very good that you show the controls before starting the game, as it helps the player a lot. Unfortunately, I had a bug where there were always enemies in the centre for a very short time and the waves took a very long time to trigger, even though all the enemies were defeated.
But all in all a cool concept!
I think the mechanics are a great idea. It's cool to see how the bullets and their effects interact with each other. Unfortunately, I haven't been able to pass the first stage yet. Judging by what I've seen from other players, I believe the stages may be reversed difficulty-vise? To aid the player, a visual representation of the cooldown from the bullets may be a good idea, since at first I wasn't aware that they even had a cooldown and blamed the laptop. (sorry laptop!) Personally, I'm not too sure about the controls, but that might just be me.
I would've loved to see the different assets you had for the enemies and s.o. within the game, but sometimes, that just happens in gamejams. From what I've been able to peek at beforehand, they looked pretty cool!
I like the idea very much, a tower defense game, where you are the tower mixed with bullet hell, but alot of things are missing, sadly.
I don't have to say that not all art assets are in the game, the player doesn't know against who he is defending his own coins(?) and it isn't very clear what kind of an attack the player has equiped and it isn't 100% clear with every attack what effects it has on enemies, I had trouble with understanding when I can attack and when I am reloading, what range my different attacks have and how much damage I have to deal to the enemies until they die.
Another thing that I found hard was combining the different attacks, especially when I don't know what attack comes next, I think you could improve this by giving the player a second attack, like if I press right click I have my attack 1 and if I press left click I have my attack 2.
And besides that I could never move on to wave 4, I don't know why, the enemies never spawned in wave 3.
And if this this sounds very harsh I am sorry, I don't mean to let you feel bad, I just see alot of potential in this idea and I would be happy to see this game improved in an update.
I Like the Pixel Arts style A lot tho it's a bit sad that there are no visuals for the Enemies also I would love a little info on how to shoot. But, Except that it's a nice game.
I'm not sure how, aside from not really being into this genre, but I haven't heard of a whole lot of tower defense games without towers that defend, so probs on the creativity.
The art would have been excellent, if there had been more of it. The UI and player, along with the enemies are just placeholder assets. A different cursor would also have been nice to see too, but I get that time was limited. That which is there, the carriage filled with gold, the map and player attacks, are great however. That bling of the gold? Beautiful. I understand why the enemies want it so much, hell, if I wasn't already defending it, I'd join them.
Audio, well. Like most of the art, it is unfortunately missing. But again, time constraints make this difficult. Especially since we don't even get any sound design classes.
Narrative: As I've stated prior, I get why the enemy wants that gold so much. Personally, I imagine them to be goblins, but it's hard to tell without any visuals. The player seems to be some kind of mage? Again, missing art really takes away from this again.
And finally, Enjoyment. While the 'defending the carriage' part in itself, and the variety in possible attacks the player has, is fun, the game suffers from some other issues, that I believe could be worked out if the game got a little more time in development. I see three (or four) main issues 1: the controls shown at the beginning aren't accurate. It says that you can use the mouse wheel to switch between attacks, but neglects to mention the far more convention q and e key to do the same. Along with that, it is never explained what these attacks do, nor which one is currently selected. And even worse, the game starts off without any attack being selected, leaving you to spam the left mouse button without any attack. What I would like to see is a an UI element showing the currently selected ability, with a sprite that gives you some context before you use it yourself, and a cooldown. Additionally, using the number keys 1-3, would be cool since they would give you a better feel for which ability you are currently using, since with the current method, I was just spamming left click and e in hopes that I'd get an attack that wasn't on cooldown. 2. wave 3 seems to be bugged. There are some enemies popping in and out of existence in the center of the map and I'm not sure whether you have to shoot them or if you just have to wait them out, either way, I doubt that is the intended experience. Before I get to the final point, here's an honorable mention I would have liked to see: a countdown before the next wave begins. Now. 4: There is no loss or win state. You can't die from the enemy attacks, and even if your gold goes down to zero, nothing happens. The same in wave 4. Once you defeat all the enemies, it just leaves you with the memory of your actions, were you really justified in killing all these poor Goblins(?). What was it all for? All these are questions to ponder as you wait for a win screen that will never come.
I wish I could have better things to say, there is so much potential here. I'm assuming there were severe issues behind the scenes, because I know for a fact that all of you can do better than that. Thank you for participating and I'm looking forward to the next time.
I really like the pixel art and animation that is there and it would have been great to also have them for the characters but aside from that I really like the concept and the challenging gameplay.
I really like the idea, and I'm a big fan of the gold animation. However, the game still has some issues that need to be improved. And it really takes away a lot of the charm that I and my opponent are just points.
The Tower Defense idea is really cool, and it's also a cool game with a lot of potential. The only downside for me is that you don't know which attack you currently have equipped, and how much HP the enemies have left. A shop after each round or at the side of the map would be nice to have. It would have a positive effect on the replayability and general feel of the game if you could upgrade and buy new spells. Adding an Inventory where you can only have a certain number of spells would also add to the feel of the game; you would need to think about spell combinations before each round.
I really like the idea of a tower defense game whenre YOU ARE THE TOWER, but there are some problems that hold it back, besides the bugs that were mainlyl due to the time constraints.
First, some more UI elements would have been nice, to know at least what weapon I'm currently holding and how long the cooldown is. As it is a relatively fast paced game (and the first round is already quite tough), I want to have this info available and not need to memorize what was teh last weapon I had when I scrolled down or just spam M1 cuz I can't see if my weapon/ability has charged yet or not.
Second, The visuals, in that what you have is great with the environment and props, but not having em on the player and enemies does hurt the experience (as others have said, the problem would be mainly how you set your priorities) At least changing the color or the shape of the enemies would have been enough to help distinguish em better.
I do like the different types of attacks and their unique effects tho! And how tense it can get on your last stand defending that cart.
Very cool concept! Unfortunately you set your priorities wrong when it came to the art department. You have such a clean and cool looking gold wagon and very cool attack animations, but lack player and enemy sprites (even tho I know you finished your player sprites). I also believe you should take another look at balancing the stages, as the player has 0 clue on what they are doing when they first spawn in, I personally think the first wave is way too tough.
I am huge fan of the different attack types and think you guys did a really good job showcasing them!
I had trouble getting into the game because at first I didn't know that I had different abilities. But I think the idea is very nice, and I love the animation of the gold.
I can see this getting into a pretty fun state when you fix the bugs and implement the missing sprites. You have to adjust the balancing, though. If you think your first level is too easy, it's probably still not easy enough. In a bigger jam, this would be a reason for a lot of people to stop playing. Please keep your audience in mind and remember that you don't balance the difficulty to be fitting for yourself (who has had multiple tests and learning sessions already while developing the game), but for a wider audience that plays your game for the first time. It would be nice to see this in a finished state. Good job on the idea and everything you have implemented so far!
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