I love the concept although I think it'd be better to have an AI place the towers along with the players, but other than that it's a cool game!
Play game
Hazily Retreat's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #69 | 2.636 | 2.636 |
| Gameplay | #88 | 2.091 | 2.091 |
| Aesthetics | #92 | 2.182 | 2.182 |
| Overall | #93 | 2.000 | 2.000 |
| Sound | #113 | 1.091 | 1.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you posted a link to your game on twitter paste it here so we can retweet it!
https://x.com/DueckisOfficial/status/1782510705683443977?t=Rjuhktq4q9DmaamQ1bYsfg&s=33
Comments
Found how to counter the screen size by zooming out the page ! Pretty fun but after a while the cards kept being the same over and over, and the leaderboard seems broken. Otherwise, a fun concept and cool submission, well done!
I love the twist on tower-defence and choosing your units and enemy at the same time.
I think the game is currently bugged and always shows the same 3 cards for the whole run. Also, I'm not sure if such leaderboard order is intentional or not.
To my taste, the fast-forward should be faster, although it's cool that you implemented it at all!
I'd love to see the fixed version there player can actually strategize around different unit types compositions. And also with proper visuals and sound. It seems you've really put a lot of work into mechanics and content!
P.S. spam elfs for the win :))
Unfortunately couldn't play. The game gets cropped on my screen (Macbook Pro) and I think the UI is cut off? Maybe try reducing the size on your game's settings?
Thanks, zooming out on my browser worked.
Interesting idea, but it needs more ways to challenge the player. The biggest problem is the existence of a no damage tower (elf+food), as it's so good that it makes everything else irrelevant. You can solve this in many ways - making sure every tower does damage, always adding a random tower each round, making it rarer... etc. I think the game has potential though and hope you continue to work on it!
I like the idea, it's a cool take on the tower defense genre.
Sadly, no sounds or music! :(
I think the biggest issue right now is that the game feels a bit "solvable". It feels like there's never any reason to pick a fairy - they die really quickly and their speed isn't really too much of an asset, given how the best strategy is to bunch up your units. You need to send them way later than your other units, point by which they're probably vulnerable to the turrets your other guys have already passed through.
It would be very nice to have some more content and randomness in the cards. Because you don't want fairies, you don't see the social media towers too much. This could be partially solved by making the cards select a random buff and a random debuff when presented. This would also allow you to group effects by "rarities" or "power levels", so that you can get a very powerful unit (something that heals nearby allies, for example), at the cost of a more powerful tower, such as an AoE unit that disincentivizes the "always bunch units up" strategy. It would also allow for more robust interconnection of your current mechanics, so there's more ways of interacting with different unit types.
Also, small issue: since you're often spam clicking to keep your units of the same type spawning together, but the buttons disappear and move if there's no more of that unit type, I often ended up sending a unit I didn't want. Maybe you could disable the interactable field on the button instead of disabling the object so that this doesn't happen!
I realize most of this issues are probably due to time constraints, but I encourage you to keep working on this project, the idea is very solid and has lots of potential!
Keep up the good work!
I like the look and feel of the game, sadly I didn't quite understand my objective and ended up leaving after a few rounds unsure of what really I was doing.
Thank you for playing it. Yeah, the tutorial is not the best since I didn't have time to do it properly because of all the bugs happened during the making of the game. The goal of the game is to last as many round as possible by ordering the spawn order of the units you have, so that there will be at least one unit survive the bombardment of the towers each round.








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