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DTTD: Doctor Toxic's Tower Defense's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #13 | 3.500 | 3.500 |
| Gameplay | #14 | 3.462 | 3.462 |
| Music | #16 | 3.308 | 3.308 |
| Art | #17 | 3.846 | 3.846 |
| Theme | #20 | 3.385 | 3.385 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How have you integrated the theme "Freedom but at what cost" in your game?
The game takes place inside a space shuttle on a planet with toxic, lethal air. If the aliens manage to leave the spaceship, they could die or worse yet, turn into disfigured mutations. A heavy price to pay for the fleeting triumph of liberty.
Where and which 3 colors have you used?
The 3 colors we have used are Olive, Green, and Red. The game is primarily made using Olive and Green giving it a more 1-bit feel. Red has exclusively been used for mutations to drive home how toxic the air outside can be. The game uses Wada Sanzo's #200 color palette.
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Comments
Curious game! I never thought of a tower defense concept with that angle. I really liked managing the passive and active energy types, the graphics are nice, and the music is very beautiful. I'm pretty bad at management games, and I would have liked to be able to remove some turrets during the match to give energy management more depth, but I feel like it's more complex and engaging this way. Great job!
Thank you! And I believe you are correct that the ability to remove turrets would add another layer of strategy. I'm glad you liked the game and we appreciate the review. :)
This is a great twist on a tower defense! Great work!
That means a lot. Thank you!
Very nice tower defense game!
I find it very unique that they mutate and come back in a different form!
Thank you! I'm glad you liked the mutation idea.
It has an interesting twist in how turrets work, and I liked the art. The combination of these colors kinda makes me try harder to see what's going on. Also, with the tower placements, I wish there was a way to see if you chose a turret when I'm placing it.
Hey! Sorry about those color combos. Hopefully, we can work on it in the future and adjust some of the color contrast along with providing a few more color palette options. Having an indication for the selected tower would also go a long way in providing clarity within the UI. There are some essential elements like that we do need to polish up on.
I'm really glad to hear you like the art and the Turret system. Thank you for playing our game and giving us your honest feedback! We appreciate it. :)
I thought the gameplay mechanic of active vs passive energy was really interesting, in that it changed how you thought about tower placement and could try to optimize in certain scenarios, e.g. with the last wave where the single enemy meant you could really optimize for only a few towers being active at once. I would have liked the ability to remove towers: if you miscalculate and go over, you basically have to restart the game. Art is nice, the accent color for the mutation is a nice touch
Thank you so much!! It's like you've read my mind.
The accent color highlighting mutations was an important element of the game. Thankfully, we have a talented artist who was able to deliver a great looking game despite the color limitations.
We did have a whole planned interaction for destroying towers. Upon destruction, the player would regain the energy allocated towards the tower. But as a consequence, they wouldn't be able to build another tower in that same spot.
And the final boss would be a massive challenge that required the player to constantly optimize towers in order to destroy it.
Hopefully, those features can still be implemented beyond this jam. Thank you again for your thoughtful analysis.
The colors and art are so pretty! I wish there were more levels
Thank you!! It's really great to hear that. Hopefully we can create more levels in the future.