Cool twist on the tower defense genre, I like having to manually trigger the traps. I just wish there was more traps in the middle path lol, that lane was hard to defend. But overall I had fun, congrats on your game! :)
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Worst Death's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concept | #7 | 3.800 | 3.800 |
| Presentation | #18 | 3.200 | 3.200 |
| Use of prerequisite | #20 | 2.800 | 2.800 |
| Enjoyment | #22 | 2.700 | 2.700 |
| Controls | #23 | 2.500 | 2.500 |
| Overall | #26 | 2.833 | 2.833 |
| Use of theme | #40 | 2.000 | 2.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It's a great tower defense. Maybe add a shop would be a great ideia!
The idea is really cool! It could use a bit more SFX when using the traps, but I really liked the death VFX. I also had a bit of trouble understanding that the enemies had to be taken into the fire. Just one question: if we kill them earlier, doesn鈥檛 the score count?
I did some research to find a solution and came across this thread. Basically, it suggests adding the following lines in your shader:
#if !UNITY_REVERSED_Z
depth = 1.0f - depth;
#endif.
That should fix the problem.
https://discussions.unity.com/t/depth-texture-not-working-correctly-on-webgl/149...
The score is pain points, so if you use traps - it will case pain - you will get pain points. So, fire & traps are both pain causing agents.
1. If enemy falls in fire, you will get very high pain points. So basically use as many traps as possible on the enemy and make the enemy falls in fire with as low health as possible to max out pain points.
2. If the enemy dies early (before falling in the fire), you will miss out the fire pain points.
A bad ending for our mortal enemies specifically, I like this idea!
Fun to give them pain (:<
Nice concept and presentation!
The only issue for me is that there seems to be cases where the enemy is simply impossible to kill by the time it reaches the end, even with optimal play.
Thanks for the feedback. There are 3 lanes on the bridge and each lane has the spike trap on the floor, plus xbows to hot the enemy. All the traps are in yellow color.
Not sure if it was conveyed properly, that the enemy will die in the fire eventually at the end. The player's goal is to make the enemies reach the end with as low health as possible for maximum pain to the enemy (basically, make them suffer more without easily killing them). You get extra pain points for doing this.
Oooooh! Now I get it. Sorry!
I was for some reason playing it with a tower defense mindset. As if the fire needed defending...
Meaning any enemy reaching the fire counted as a failure of mine for me.
I did understand that all the yellow things were activatable but even still there were times when you you couldn't kill the enemies before they reached the fire.
Which makes sense. Since you're not supposed to kill them...
I think it wasn't an issue of the game. I'm just stupid sometimes :D





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