one of my favorites so far
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TowerBag's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #6 | 4.575 | 4.575 |
| Adherence to the Theme | #11 | 4.791 | 4.791 |
| Design | #13 | 4.534 | 4.534 |
| Originality | #106 | 4.401 | 4.401 |
Ranked from 292 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I was initially considering tower defense with one tower for my entry, but it seemed like you would just have a lot of downtime of just waiting. I love how you have something to do while the tower needs to stay put to shoot at enemies, really clever take on the idea.
Really cool idea and execution! I really like the party had easter egg! Thank you for making this game!
It's a beautiful game. I like the interplay of having to move your tower around (so you shouldn't stray far from it) and having to collect gems to upgrade the tower. I find it a bit weird that you move faster with the towerbag on your back than without that burden. The boss level is a bit trivial (the previous one was more tricky). I really like the transitions between levels, the intro, and the credits level. Chicken is hella cute.
It's indeed weird that you move faster with your tower, we wanted to change the animation to justify that, but we didn't have time for that unfortunately :(. And yes, the boss level was not well balanced, it was really rushed at the last day! But we're going to release a overall update in the next few days fixing those details.
The chicken is super cute, Rodolfo (the artist) is super proud of it hahaha
With quite an original concept and beautiful elaboration, this game has to be the best one I've yet played in this jam. I'm generally not a big fan of TD games, but this was a fun experience from start to finish.
The controls were smooth and responsive, difficulty set in about right level, style is charming and the upgrade system makes the game more fun and removes the tedium. I also like the fact that, although it doesn't make that much sense, your character is actually faster when carrying the tower, which leads to a dillema, if I should pick up the tower to be able to faster get those sweet sweet upgrade crystals. It also sets itself nicely for possible future updates with more maps and bigger enemy variety.
Overall, really good job and I really enjoyed playing it.
P.s.: manual pause button would be great, as I was playing the game during my breakfast, which made things really hectic. ;)
Thanks a lot for the big review, it means so much to us! And yes, we agree that running with the tower making you faster is super weird, we didn't have the time to elaborate a animation that makes more sense with this behavior, but as soon as the rating period ends, we will update this :D
Thank you so much!
The use and interplay of the character and the tower are great! Also the execution, I don't know what else to say except I enjoyed this one. Very well done :)
This was a pleasure to play. While the 1 turret limitation may seem harsh at first, it actually fixes what I don't like about most tower defense games, which is the amount of downtime, waiting, and grinding. In this, grinding is much more fun to me because you have threat assessments going on. Can I get the XP in time or do I need to go and move the turret? Excellent. I hope you decide to expand upon this game because I would love to play more!!!
Thank you so much man! We really appreciate this kind of feedback! The design intention was exactly that, I think that this risk/reward situation is working very well! We will do some bugfixes and some art changes in the next few days, then we will discuss about adding a little more content to it! Again, thank you so much for the feedback :D
Tons of fun were had. I loved the steam pop-up when I bought a certain item. I was like- wait a minute.
The only other game that I know that pulled a similar trick was Pony Island.
At first I thought "oh you move faster when carrying the tower, that makes it trivial, because you don't have to think as hard about where to set it up"
Then it hit me how clever this design choice is. By moving faster when carrying it you create a risk/reward scenario for crystal farming while being defenseless.
Really nice game!
Thanks a lot! Yea, Rodolfo did all the art by himself, he is super good! You can follow his tweets here: https://twitter.com/_Dorodo






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