Very fun! Incredible art
Play game
Mr. Topps Electric Gauntlet's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #103 | 4.125 | 4.125 |
| Creativity | #291 | 4.306 | 4.306 |
| Artwork | #742 | 4.153 | 4.153 |
| Enjoyment | #845 | 3.819 | 3.819 |
| Narrative | #1559 | 3.222 | 3.222 |
Ranked from 72 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Your main tool, Electric Gauntlet loses charge as you do tasks in the game, counting down before it has to be reloaded. Other minor mechanics follow this principle as well.
(Optional) Please credit all assets you've used
kiddolink - Electricity VFX
Yuichi Higuchi - CRT Postprocess
Lesiacower - Coin Collect Retro Sound Effect
Freesound Community - Electricity
Freesound Community - Machine Shutdown
Freesound Community - Cute Monster Wiggle
Freesound Community - Beep Warning
Dragon Studio - Steam Hissing
Adhimahadi - Ba Dum Tss
daviddumaisaudio - Steampunk Mechanical Gadget
Multiple SFX taken from Quietsub FX Game Audio set.
Alex Morgan - Swing Jazz Restaurant
Joris Ver Meer - Upbeat Swin Jazz Background
Paolo Argento - The Best Jazz Club in New Orleans
Alex Morgan - Swing Jazz Sunny Cafe
Jechuus 8-Bit Audio Converter used on music and some SFX
Everything else made by me!
(Optional) What would you like to be called if GMTK features your game?
Squedo
Comments
Wow such a unique artstyle! You should try to develop this further after the event, when you have more time :D
Simply amazing, i would not be surprised to see this win the whole game jam, from the mechanics to the audio to the sprite work its all absolutely fabulous. One of if not the best game ive rated, please do more in the future!
Wow this is incredibly well made! I've commented under so many games that the tutorial should be how you did it, and not just dumping a lot of text at once, but let the player try it. Well done! My only note is that i had to bring the coins into their positions felt like a chore
Really liked this one! Ive found it super fun to manage everything constantly with your own pointer. I think you 100% should expand this idea and make it a full game.
Thanks for playing it! Awesome that you liked it! I think the idea definitely has a lot of room for additional mechanics and systems to explore. And with so many people playing it (and giving great feedback) I have a better idea how to balance and expand from here, so I'm definitely looking into making it a full release!
Im a sucker for tower defense games so I really liked this intense take on it. The shading is also really cool and really makes it look polished, kinda reminded me of animal well / balatro in a way, great job!
Brilliant game, love the aesthetic and gameplay. The micromanaging was tough but I already talked about that in the game page heheh. Nice game overall!
Thanks for the feedback! I went to check your comment on the game page and it is a valid comment about the micromanaging! I think the nature of the game is micromanaging inside pressured environment, but it could definitely be tuned down a notch with the coins, or maybe let the player choose how much they want it. Glad you liked it nevertheless :)
This one had me hooked! Definitely required a lot of focus but the gameplay loop was really satisfying. I really enjoyed the visual style, although the filter-like effect did make it a bit difficult to read text at times. The charging and discharging idea is a really interesting one to bring into a tower defense game, definitely makes it much more actively engaging than the typical "set up your towers and watch it play out" style of game.
I will say perhaps the balancing could use a bit of improvement, only because I managed to beat the game without realizing there was a shop (totally my bad, I accidentally skipped that bit of tutorial text). I didn't acquire any upgrades during my playthrough and I was still able to beat every level. Even without the shop though the game was still engaging and enjoyable, very well done!
Great that it got you hooked! That is the best feedback I think a game can get :) It is also good feedback to hear that someone was able to finish it without any upgrades! Goes to show that these types of games need very careful and thorough playtesting as I've gotten feedback that it felt easy and hard, and now this haha :D Of course just having a single difficulty makes it so that people have more varied experiences.
Wow what an intressting twist on tower defence, brillant! I love the everything about this game. Its artstyle and colors are beautyful, the gameplay is smooth and the design is awesome
Also the polish is unreal, you could straight release this game on steam, insane!
This was probably the most intense game I played during the jam. I genuinely had to stay focused the entire time, and by the end I was exhausted in the best possible way.
The core idea with the electric gauntlet is very creative. Having to constantly recharge it, place and power turrets, load ammunition, catch the bat-like coins, and keep progressing toward the objective creates a very busy and engaging gameplay loop. There is almost no downtime, and the game keeps you fully involved from start to finish.
The presentation is also excellent. The visuals feel polished and cohesive, the music fits the action well, and the sound design makes everything feel satisfying and responsive.
Overall, this is a very creative, dynamic, and impressively polished project. I completed the game and had a great time playing it. Unfortunately, the “gear speed increases” message appeared right over the completion screen.
Awesome to hear that you enjoyed your time with the game! I'm so sorry about the message overlapping with the screen D: I noticed that bug just before I was about to submit and I didn't have time to fix it anymore :') But great that you had good time all the way throught with different aspects of the game. It can be quite exhausting and is a stark contrast to the usual TD experience. Thank you for the feedback!
Brilliant game! A little frustrating at times, but I really enjoyed it! I think maybe an improvement would be just clicking on the coins, instead of dragging them? That bit felt a little overly tedious. But otherwise, really great :3
That is a fair suggestion! The coins could definitely work just with click instead of a drag. The short amount of playtesting I had felt like the player could be offered more decisions in the thick of things, (do you let the coins fly out or do you focus on other things) but I guess the coins could've been tuned down a bit. One thing I shortly tested was that the player would also use the charge to generate coins instead of the current system, but that felt that there was too many things to put the charge into and I could not find a way to balance it enough. That could be very well worth exploring at some point though! Thanks for the feedback :)
I really liked the vibe of the game, the music, the retro filter, graphics, it was very nice!
I really like the gameplay! It's a nice twist on the tower defense genre you feel much less passive.
This is really good! Very well done. Love the visuals, very enjoyable music, well done tutorial… really, really good. I found the game quite hard and I think it could start easier. But very good!
Looks and sounds great. What a soundtrack!
Plays really smoothly.
I think there needs to be more clarity about what each region of the HUD does when you click it with the gauntlet. The "crackling electricity" VFX is exactly the same no matter what the glove touches, so that really doesn't distinguish the regions.
My suggestion actually would be to add a little note in the game description: Drag coins to the bottom right. Charge the gauntlet on the top right. Charge the battery on the center left. Etc. Either that, or little labels or tooltips.
Thanks for the great feedback! There is definitely room to make it clearer what is happening with each input with both sounds and visuals. I do think that the similarity in VFX and sound makes it clear to the player that they are discharging the glove. Same sound -> same function. What I would have liked to do was to have different effect when glove is gaining more charge on the pad, because that breaks this principle currently. Good suggestion to add note to the game description! More clarity and somewhere to review the rules of the game is an clear improvement. Thanks, I'll add it for sure.


Leave a comment
Log in with itch.io to leave a comment.