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A jam submission

Anti-TowerView game page

Submitted by wake1st — 1 day, 5 hours before the deadline
Rated by 8 people so far
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Anti-Tower's itch.io page

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What did you revive? What was your inspiration?
A "Tower Offence" game I tried to build a few years ago.

How do you play your game? Is controller required?
Use the mouse to navigate the menu's and upgrade system.

What asset packs did you use? What, if any, content is AI generated?
All assets were made in house, no AI used.

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Comments

Submitted

Really creative idea! I also liked the visuals, especially in the later levels.

I found myself wishing there was a bit more to do once a level started, since after a couple of levels I didn't feel like I needed to pay as much attention to how the attack was going. I also found myself relying on Rate and Speed upgrades most of the time, so it'd be cool to see more variety in viable upgrade strategies.

Still, thanks for sharing your game! Nice job!

Submitted

Cute and fun, but could use a little more difficulty.

The magic unit didn't feel super useful, maybe the magic unity could attack the turrets. A time limit, a resource limit, or a score, might make the stakes higher.

Submitted

Nice game! Pretty hard to understand at first, all those buttons needs a little more details clarity I think, but the game quickly reveal its fun and I loved the game play of fine tuning your attacks... Maybe it could have different turrets, like a bomb launcher or a gatling to create different strategic choices, but overall nice entry !

Submitted(+1)

Some interesting scaling on the level design and trippy visuals.

I concur that I'd like to be more actively involved with the game after the level starts. Starting with very little money and then somehow earning money based on how far my units made it towards the eventual goal would let me feel a sense of progression within each level and let me try and adapt my build on the fly.

I also think a second or third type of turret for the humans to use would push people into diversifying their strategies more. It feels like tanking up and just overloading the single-shot turrets ends up winning the round whether it's optimal or not right now. If there were some kind of AOE turret that got blocked by the magic shields or a slow-rotating rocket launcher that had trouble following fast units then those would give you a lot more options in terms of level design.

Submitted(+1)

!EXCELLENT! !DESTRUCTION!

Nice concept. I wish I had a bit more to control, like sending my monsters in waves, disabling enemy towers, or getting more money. I just chose upgrades that seemed valuable, which worked until the fourth level, which is too hard for me.

I love the characters. The humans are so cute, I wish I could play as them instead! :]