lemme just say (and i hope i’m talking abt the right game) but seeing this project evolve to this scale from the first day of the jam until the end of submissions was absolutely impeccable (did i use that word right?) this game looks AMAZING
Play game
THIS PLACE IS OURS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #46 | 3.870 | 3.870 |
| Enjoyment | #110 | 3.843 | 3.843 |
| Audio | #239 | 3.426 | 3.426 |
| Overall | #283 | 3.418 | 3.418 |
| Visuals | #374 | 3.630 | 3.630 |
| Innovation | #476 | 3.037 | 3.037 |
| Theme | #807 | 2.704 | 2.704 |
Ranked from 108 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The theme is mainly about the visuals of the game and units, you are controlling a strange colony being invaded.
What code and assets did you not make from scratch during the jam (if any)?
Icons from asset packs, that's all.
Everything otherwise is from scratch (code, musics, sfx, 3d models)
How many people worked on the game?3
Comments
AMAZING and maybe my favorite game of the jam. I'd totally pay for an updated version of this.
I love the gameplay, i actually played this for like 30 minutes loved it!! I still need some ratings and would appreciate some feedback and stuff, well done!:)
Quite cool defender game, got all the upgrades. Some final boss would be nice (unless there is and I just didn't get to them). Liked some extra stuff like this spaceship that sometimes flies by. Good job!
This is some real impressive work!
You've managed to create a whole bunch of different units and enemies, and the roguelike-factor works really well!
The only big issue I see right now is that you can get upgrade cards for buildings, without being able to produce the resources you need to build it. Initially I assumed I'd unlock the resource production buildings when I unlock the unit building, so when I then tried to build anything from that chain, I was a bit confused why it didn't work. But by run 2 I got how it worked, and with some gears I made it pretty far on run 3!
Thanks for the feedback! 💚
That mechanic was actually inspired by The King is Watching. We liked the idea of keeping players a bit alert and making card choices something you really have to think about.
But yeah, we agree it can be confusing at the moment, so it's definitely something we'll work on improving.
Super polished and mechanically deep! Wow, this is very impressive for one week, you guys did amazing work here! For some feedback, I kept accidentally clicking a random upgrade item when a wave finished while I was placing buildings. I think a "UI cooldown" would help here, where I can't choose an upgrade for at least 2 seconds when it shows up, haha.
The building system is cool, but it is weird that when I unlock a production building from the upgrade popup, I can't immediately build it, I have to wait until I unlock a unit that uses the related resource. Would much rather start stockpiling immediately so I'm ready for when I unlock a unit building.
Lots of replayability here, I had a good time!
Thanks for playing and for the detailed feedback! 💚
The accidental upgrade click is definitely something we noticed as well during testing, so that's a UI thing we need to improve.
And for the building/resource system, you're not the first to mention it. The idea came partly from The King is Watching, where you have to think a bit about what you unlock. But we agree it could be clearer, so that's something we're looking at improving.
Nice work, and a lot of systems and strategy gameplay for just one week. I never managed to obtain any other materials other than the starting two, the upgrade cards may need to be less random/more structured for the early rounds so you can get yourself going.
When I press the P button I see this:

I would also say that the second page of the tutorial is a little bit confusing due to the screen layout, the item being referred to in the text that I'm being taught about is almost completely covered up by the text box itself. I see it's the only lit object on screen but was still a bit confusing, it might need the box moving or an additional arrow to aid clarity:

I was confused about the meta upgrades at first and how they work considering they also show up as roguelike upgrades during a run. I think having the meta progression simply unlock them for all runs diminishes the roguelike feel for the game and you might be better off making the two separate. That said, the game itself is really well made for a week. Great level of polish considering you made so much of the game from scratch. Really impressive and quite fun game!
Very cool concept, and fun to play! I like the idea of combining tower defense and RTS elements. The core gameplay loop is satisfying, especially at the beginning. However, the mechanics do start to break down in the late game, as resources become plentiful and the spawn cap becomes the limiting factor. There are also some basic quality of life features missing, such as being able to place multiple buildings at once (e.g., using shift-click) or having hotkeys for building placement. Regardless, I really enjoyed my time with this game and hope you guys keep cooking!
Thanks for playing and for the detailed feedback! 💚
Yeah, a lot of the QoL stuff you mention are things we would have loved to add, but one week goes by very fast in a jam 😅
Right now the game mostly runs on endless waves and the content is still pretty limited. We have a lot of ideas we’d like to expand on though.
We’re planning to keep working on the project and see how far we can push it.
I spent way too much time trying to get past wave 9 but even though I figured out more how the game works, I didn't manage. Not quite sure how the cards from the shop work as purchased buildings don't seem to show up in my bars. Very polished game!!!
Update: Couldn't leave it be. Figured out how it works. Made it to 20.
craazy, absolutely enjoyed playing it although I wouldnt say it fit the theme that much..
Great sound effects and satisfying hit impact! It’s a super addictive resource management tower defense.
- Progression: It’d be better to separate in-game traits from meta-progression. Mixing them loses that "Vampire Survivors" feel of building a run. More diverse in-game upgrades would add a lot of fun.
- UX Logic: The building flow is a bit unintuitive. I shouldn't have to go through a specific unit’s menu just to build a mine for a resource I’ve already unlocked.
- Strategy: As a TD game, player agency feels a bit limited. Right now it's mostly just placing barracks and watching. Adding more active tower defense elements would really level up the gameplay.
One of the jam’s strongest entries. A clever and really enjoyable spin on tower defense. Great job!
even tho i cant get past wave 5 (idk if its the game or myself, but ive heard that it is a difficulty to balance it), this seems like an interesting concept for a tower defence game, however it heavily depends on luck for getting resources... the gear shop is a nice addition to make things a bit more easier. what i will say is that when u can choose an upgrade, make it more clearer if it unlocks a resource or some sort of blueprint. overall, i can really see the potential and theme from the sci-fi appearance and i can interpret trial and error.
Great take on tower defence genre. Reminds me of mindustry unit production and the visuals and permament upgrades remind me somewhat of risk of rain 2. It also seems visually that you control an alien faction while being attacked by more human-like machines?















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