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A jam submission

Cellular DefenseView game page

Submitted by Ridigel — 3 minutes, 58 seconds before the deadline
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Cellular Defense's itch.io page

Results

CriteriaRankScore*Raw Score
Uniqueness#14.4004.400
Theme Usage#24.2004.200
X Factor#33.8003.800
Performance#44.0004.000
Sound Design#42.8002.800
Gameplay#43.0003.000
Art Style#43.2003.200
Overall#43.6293.629

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

The white cells on the tower defense paths feel too unforgiving in their current state. It took a bit of practice to pass Level 2, but I kept getting stuck on Level 5 once that endless wave spawned, regardless of how many different strategies I tried. Maybe their health is a bit overtuned, as Dominic suggested, or the path could’ve been lengthened to allow your cells more time to deal with them. The “lives lost” sound effect was also a bit jarring at first. However, the competitive cell capture mechanic was fun (although the controls sometimes weren’t the most responsive). The concept of the game really clicked to me on Level 3, with Level 4 perhaps feeling the most well-designed thus far. The art style isn’t anything impressive, but it gets the job done. The core logic of the game felt solid, so I would suggest focusing on more thoughtful balancing decisions.

Submitted

Honestly, this game surprised me with how good it is! It's challenging, but said challenge forced me to reconsider my approaches for levels. Each level seems designed to teach you a new element of the mechanics, and I am ever thankful one level specifies the exact enemy HP, because that tip is vital for it and the levels after!

First level was fun. I like the concept of it also being tower defense. However, there didn't seem to be a way to stop the enemies in level 2 as the lasers never stopped a single one. That made progress beyond not possible (this was lowest difficulty, too). Was a bug making them invincible or was their HP too high for the laser defense to work? The "snap to" when moving between cells also needed a bit more polish.