Good potential. Loved Frankenstein's groovy walk! Very chaotic gameplay. I think I would struggle to play it for too long, my Doom/Quake RSI gets the better of me, so I think vertical and horizontal mouse sensitivity would be good settings to add. And maybe rather than autofire which basically makes it quite boring, working on making it clearer when the weapons have taken effect, or even a target may make it easier to be more efficient with your firing. If you want to add to the craziness, how about refuel points?!
Play game
Treat Defender's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
PixPal Material by Imphenzia Music: Caper by Alex McCulloch
Has this game been submitted to any other jams?
No
Comments
Some excellent suggestions. Thank you for taking the time to leave feedback. Refuel points were something I considered with my initial design but didn't have enough time to fit them in. I've never thought about adding mouse sensitivity to any of my projects, it may be something that I need to look into in the future.
The monster design is very cool!
And the sfx are very good as well!
Awesome work mate!
It took me awhile to figure out how to how to swap weapons but after that it was quite fun to chase down the different monsters with their specific weapon. I really liked the sfx too and how you handled showing the monsters were defeated.
I liked this a lot and played through a few times, trying to do better as my understanding grew. I did spend my first play through figuring out the mechanics - specific monsters are only affected by specific weapons - but then I was fine.
Some notes:
- I have no idea why my game ended. There was plenty of candy in the bowl.
- I like that there was some weapon variety with the garlic, but would have liked each to have their own feel. Maybe water gets dumped on the floor for 5 seconds and takes out any witches that walk into it?
- I like that the different enemies have different speed, which gives some thought to prioritizing them.
- I wasn't sure what was going on with the dropped candy - would be nice if I could pick it up and return it to the bowl. Maybe not be able to attack while carrying candy? Defeating an enemy at the door is almost pointless because the next monster will just pick it up and immediately escape.
- I liked the room and ambiance - was appropriately dark but still visible.
- Switching weapons was intuitive to me from other shooters, but it could be improved - maybe just overlay the number keybinding in the corner?
- Identifying which monster went with which weapon took some trial and error. Consider giving each weapon a background color and each monster under-lighting to make it more obvious.
- Game over menu isn't capturing clicks, so clicking the buttons also attacks :p
- I think the vampires need to go to the bathroom... And don't vampires sparkle these days?
Great job putting this together, looking forward to seeing more!
Some excellent design feedback, thank you. Weapon variety is something I would like to play around with more. The pathfinding issues were likely issues with my settings, as I was using Unity's built in Nav Mesh system. I did most of my testing in a more open test level and only created the level in the house on the last day.
Love the idea, needs to be more clear on the monsters types.
Great SFX and good music.
Great work!!
The game is a great idea, but a couple of things:
- I do not know how to switch weapon types
- You should make it so you can just hold down the LMB to continuously shoot
- I could not see the candy very well
- Some of the monsters look alike
Your game is an excellent start for something very cool. You music is good, the SFX were good, and even the mechanics were good. Just a few improvements and you will be off and running.
Question: For a game like this why did you choose 3D instead of 2D. Would have been simpler, easier to program. Something like a Space Invaders kind of thing.
Sorry about that, I should have put up a control scheme. Weapons can be switched with 1-4, Q and E, or the mouse wheel. In regards to the 3D vs 2D this is an issue I've encountered a few times. 2D is simpler, but I personally play more 3D games and I keep getting drawn into wanting to make 3D games. I also feel more comfortable in Blender than in most drawing programs. See my scribbled smoke particles for an example of my 2D work :P
I had a nice time playing it.
The only thing I've missed is a little bit of sound queues to know where the monsters are or if they pick up the candy.
Great job! I thought we could pick up candy that fell on the floor, or get it back if entity stole it and we managed to catch them!
Played Street Defender! I love it❤️
It’s a great idea with tons of potential. simple ideas I will apply😍 might improve the experience:
- Clarity: It would help to clearly highlight enemy spawn points, their paths, and the exact objective we're defending.
- Combat feel: Adding audio feedback when attacking would make hits feel much more satisfying.
- Visual cues: Color-coding enemies and their counter-weapons (e.g., a red vampire and a red border around the garlic) would really help players react faster.
- Controls: An easier way to switch weapons would be great; the keys above WASD feel a bit awkward right now.
- Visual: Show the colorful treats🍬🍫🍭🪅 (maybe some colored spheres)
Sorry for the long msg!
👏👏👏 Great job! looking forward for the next update! wishing you all the best!
Playable but has some shortcomings:
- Settings for Music/Audio are IMO a must, music was very loud so had to resort to hardware adjustments (keep in mind you're at the mercy of the user's volume settings so always provide a way to adjust in-game)
- The way to defeat each enemy was semi-intuative, but simplistic.
- Being unable to reclaim the candy to the pot was disappointing
- I felt blind-sided when multiple enemies suddenly had taken candy when I was dealing with others;
- Audio-cues when an enemy takes candy could be useful;
- or just a bigger map could work
- The FOV felt very tight, either it is or the roof is soo small; overall I felt tightly packed in without much view of the situation
- 3D models appeared to just be shape primitives slapped together, would have liked to see something nicer even using Kenney assets which are 100% free and diverse: https://kenney.nl/assets/furniture-kit this kit would be perfect
Thank you for taking the time to play and provide feedback. Unfortunately the sound and environment were the last two things that I worked on and was on a pretty strict time deadline. Kenney definitely has some great assets but for this jam I was trying to make as much as I could myself during the jam itself. If I had more time I think you made some great suggestions for improvements overall.





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