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Manic Maintenance TD's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| I would buy a longer/commercial version of this game | #24 | 2.646 | 2.775 |
| I find this game's challenge/puzzles interesting or compelling | #34 | 2.741 | 2.875 |
| Overall | #48 | 2.888 | 3.029 |
| I appreciate the game-feel (responsiveness of interactions) | #50 | 2.694 | 2.825 |
| This game was intuitive and self-explanatory | #53 | 3.218 | 3.375 |
| I appreciate the sound design and/or music | #56 | 2.884 | 3.025 |
| I appreciate the mood/atmosphere | #59 | 3.027 | 3.175 |
| I appreciate the art/visual style | #61 | 3.003 | 3.150 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Jam Entry Confirmation
indie-game-clinic-collab-jam-26
The Team
Dean Huffnagle - Programmer, Artist, Designer
Aminata Tengbe - Programmer, Designer
Chris Piccaro - Audio, Designer
Justin Wan - Programmer, Designer
Other Credits
https://coffeevalenbat.itch.io/sweet-sounds-sfx-pack
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Comments
Really fun TD game! I found it really intuitive!
Nice cohesive art too, the grainy backgrounds remind me of the classic MS Spray Paint tool. Looks great on the planets!
I enjoyed this! Could have better onboarding as I didn't know you could rotate buildings until later in the level.
Neat art style! Enjoyed the pacing of the game as things ramped up. The mini games were a nice touch. Well done!
Solid tower defense game :) Was easy to pick up and figure out what was going on. The biggest problem I had was that the computer punch upgrade/repair minigame felt like it could go on for quite a while at times, but it's possible I was doing something wrong. I also sorta found myself wishing the energy indicator on the right would display the amount of energy that would be used when placing a building in red instead of just removing that amount of energy from the bar the moment you pick up the building. I really liked the satisfying pop sound that the enemies made when they died. Great job!
Nice TD entry. I particularly enjoyed having the freedom to build out my base, and the minigames to repair and upgrade things. It seems like something could be added to provide a little pushback: perhaps more buildings drain a power grid over time? Or some kind of ranged or ghost enemies that are stronger against one type of tower and weaker against another?
Here's a playtest
Wow.. manic sure is the word I'd use here lol! I'm happy there was some guns to start to see how the game worked very quickly and for some initial defense. Everything made sense to me just from visuals alone which was very nice and I really enjoyed the fixing and upgrading minigames. Although manically flipping the switches and hitting the computer while I know I'm being attacked elsewhere was stressful, it really added to the urgency of the situation which was great!! Also the popping sounds were funny :)
YES! That hectic feeling of trying to get one mini game done and you hear a few more pop up in the background in rapid succession! like: "uh oh"
Early on, pretty much the first day of brainstorming, we decided that one of the design pillars of our game was going to evoke a feeling of eustress in the player. so I'm very glad that that was enjoyable :)
The day we brought everything together and started polishing the game I think I spent way too much time "playtesting" ( in reality I was just procrastinating by playing the game over and over again for fun, trying to get further and further into the "impossible" rounds)
I'm really glad you liked the popping sounds, we took inspiration from Bloons with that one. We liked how satisfying the sounds were in that game and we wanted our enemy death sounds to be satisfying as well.
Very fun game, played for a long time. Overall, I have some notes of improvement, but I really had fun. This was one of my most played submissions.
- Some optimization is needed at later stages. There was some lag and music interruptions when there wasn't THAT MUCH on screen.
- I would like more minigames instead of just those two, and to be a little more punished for taking too long
- Progression was a bit slow. Besides the first time that I died, yet to understand what was happening, I had no challenge at all. None of my structures were damaged the second time.
Thank you so much for your detailed feedback!
I'm so happy to hear that you played it so long!
The music interruptions might have actually been because at the later rounds we pitch it up much more than usual (so that might mess with the buffer) I'll have to look into that.
The music is actually supposed to jump in pitch, it's just not supposed to cut out lol
It means you reached what I (personally) have playfully dubbed the "annihilation rounds"
Basically it's when the game decides that it's over and tries to kill you by spiking the difficulty a crazy amount each new round, increasing the enemy movement speed by a lot, to the point of being unbeatable. Signified with the audio queue of the music getting faster and higher pitch. but if i could go back, I would probably add a visual queue as well.
Any frame rate lag, was definitely unintentional though, if we had had more time to work on it prior to the deadline we probably would have focused on optimizing so that doesn't happen. A day before the submission ended I discovered a killer memory leak that was turning the game into a slideshow (literally 3 FPS) during the later rounds which thankfully was caught. But the game would no doubt benefit from further optimization!
I wholeheartedly agree, more mini-games are needed! If we end up continuing development with this game after the jam, more mini-games would absolutely be one of the first things to be added in.
As for the difficulty, maybe we should implement different difficulty modes.
Slapping the PC is so RNG that sometimes I slapped it for a solid minute to win the mini game xd
Loved this submission, gj
haha yes! I think that became part of the fun tbh. From the onset one of the key design pillars in this game was to lean heavily into that "Eustress" feeling.
That mini-game in particular is both my favorite and least favorite part of the game, sometimes it's one and done, and then other times it makes me want to hit my computer, which I suppose is thematic xD
eustress.. I learned a new word and an important one for game design! Ty :D
I like the game idea of this. Though this game would be better with clear instructions so I didn't have to trial n error like this.
Thanks for the feedback! I definitely agree that clear instructions would improve the game, the prompt kind of disallowed that exact thing though. So after voting maybe we'll add it in?
In the meantime we set it up so that the player could do literally nothing for the first two rounds and not take any damage. and hopefully they'll see the towers automatically fighting enemies and immediately realize "this is a tower defense game". And I trust that by round three they'll have thought to press at least one of the few lit buttons on screen, if not just to see what they do.
Loved the mini game ideas, I found it pretty hard and got overwhelmed quickly. I wasn't sure what the different things that I could place were at first and which to prioritize but seeing them in action after a bit made sense. Took me a minute to realize moving the mouse to the edge of the screen was required to move the camera.
I like the art style. felt kind of retro and a little grainy, which worked together well and created contrast. one comment is that the way the camera was positioned with the mouse made it so that the game window immediately moved up and to the left, almost like it was a cut-scene. then some of the creatures started dying and I wasn't sure why and I couldn't place any towers. it took me a while to realize that there was already a base in the center of the playspace that the player needed to build off of. Could be partially user error, but something about the camera feels off. Thanks for submitting!!
Nope, your intuition was spot on haha, the camera is definitely off. That was my personal bad. I asked if we're allowed to fix it, but I don't know if that's against the rules. So it might just have to stay a little janky for the next week. But if I get the go ahead, I might fix it sooner.
same experience with the camera throwing me off.
yeah, unfortunately the camera movement is going to have to wait until after voting is completed :/
But, I hope you enjoyed the game otherwise!
overall veryyyy nice and very intuitive! I only have one small comment, i wish i could use right click to move around the map (instead of moving my mouse to the edge of the screen) and scroll to zoom out, i'd love to be able to see the whole base i've made!
Honestly, I feel you. As the programmer who worked on that portion of the game, I kind of got a quick camera up and running and never ended up going back to tweak it. I guess I got jank blind. That's honestly my bad.
No worries fr. Especially in gamejams i can't count the times i used something as a placeholder and then I kept interacting with it so many times that i totally forgot it was to be changed, hahaha! Good luck on your game!
Pretty sweet! I liked having to punch the computers to get the turrets to function again. Got a bit lost at the start as I didn't know you could pan around the map.
Honestly, that became one of my favorite parts of the game. The mini-game designer was cooking with that one, they call it "percussive maintenance", which I think is just perfect.
As for the camera, yeah I honestly dropped the ball on that one. I put in a camera solution early on and never ended up going back to fix the jank. If I have one regret with this game, it's the camera.