ClickerDefense by PhoenixofForce
Protect your kingdom against nasty slimes. Farm ressource by clicking a button to build mighty towers which will attack those slimes and make the kingdom a safer place. You can use your ressources to build farms too. Those will produce more material or will boost your clicking skill.
Explanation
This is a tower defense/ clicker game. On the top right you can see the resources you have.
The top left gives you information about the current wave and enemies.
The two buttons on the bottom can be clicked to gain materials which you need inorder to build buildings.
With the menu on the top you can select wether you want to build a structure or to demolish one which gives some materials back to you.
When you have selected a tower you can see the costs for it on the left.
When the slimes reach your castle you lose health.
When your health hits 0 the game will restart.
Settings
Keyboard:
[SPACE] - Skip to next wave
Mouse:
[Wheel] - Zoom in/ out
[Left] - Confirm
[Middle] - Drag to move the map
[Right] - Abort
Used APIs
-LWJGL
NOTE
Requires Java Version 8.
The MacOS and Linux Version are not tested.
The Mac-Version does not work!
Ratings
| Overall | 641th | 3.404⭐ | 28🧑⚖️ |
| Fun | 308th | 3.604⭐ | 26🧑⚖️ |
| Innovation | 1005th | 2.82⭐ | 27🧑⚖️ |
| Theme | 789th | 3.313⭐ | 26🧑⚖️ |
| Graphics | 584th | 3.479⭐ | 26🧑⚖️ |
| Given | 40🗳️ | 1🗨️ |
Looks like a nice game
@Jammin Thank you :D
@Nehvis We considered it but we decided against it because we thought it would be too op because you can build as much tower as you can click in the first few rounds.
I like the combination though, why not click around if you have nothing else to do :)
Gameplay wise it would be nice to have an ingame tutorial or a bar on the bottom explaining what you have selected or the controls.
The "clicker" mechanic is not well implemented and just gets in the way of the game itself.
Also, the game needs a bit more balancing making the first stages easier to get the player started with a few turrets before actually starting to spawn harder enemies.
Art-wise the game is decent and some sound effects/music would have made it feel much better.
@Samupo We just wanted to make a tower defense game despite the amount of tower defense games. I totally agree a with you about the ingame tutorial, the audio and balancing. Since it was the first game i had to balance i did not know if i got the balancing right.
@xoxo4c756c75 The button was supposed to do something but because of the lack of time and amount of balancing we decided to not implement it and leave the button in.
And thank you all three for playing :D
To calculate which is the turret damage output you can use DPS, but if they have different range consider using number of attacks in average times damage per shot. That, divided by cost will rank your turrets from best value to lowest.
Lowest value turrets should be cheaper and used on the start of the game, while best value turrets are those more powerful variants for end-game.
Enemy balancing is also important. For the first few levels I would have made just the quantity of the enemies go up and keep them weak. After I've reached a good amount of them in the screen I would start making them stronger.
For this purpose if you want to make the game have a nice difficulty curve take the expected damage progression formula per level (can be calculated using turret cost and value) and make the enemy progression start later but have more growth to it. ie: turrets grow linearly (y=x) then enemies grow something like (y=(x-10)^1.2).
And that's a nice way to have some theoretical balance in a TD. Then, you'll always need to tweak the values but you'll get very close to decent ones from the start and save a lot of time and headache.
LWJGL Version 3.1.4 build 8
OpenGL Version 2.1 INTEL-10.25.19
[23:36:43] Error: Could not compile shader menuVertexShader: ERROR: 0:1: '' : version '130' is not supported
It seems like your OpenGL Version is too old :/
Thank you for playing, i am glad you are having fun.
The other problem is that the clicker part suffers seriously from diminishing returns -- every single building just does +1, but usually in a clicker game you can buy better buildings that do more so that it is feasible to get a reasonable rate of resource generation.
I also spent a lot of time getting a mill and apparently it doesn't do anything?
The other criticism I would have would be with respect to graphics -- it's not a big thing, mostly a personal opinion, but I don't think that it looks very good to have multiple resolutions of pixel art in a single game. This doesn't really affect this game too bad -- just the buttons at the bottom and the toolbar at the top -- but it is something to keep in mind.
Also -- just out of curiosity -- is there a last round?
As also mentioned before the usual "upgrade-part" was planned but there was not much time left so we kicked it out. The Mills double your click-gain (perhaps we should added some text).
The thing with the resolutions is, that it would be nice if my wood logs and stones would look in high-res nearly as good as in low-res ;)
No, there is no last round.
Fun! I haven't played a tower defense in ages. I didn't really enjoy the "clicker" part of the game: the fact that you're encouraged to build up lumber mills and mines to produce resources automatically seems to, in my opinion, undermine the clicker element. Maybe if there were new elements to click on as you advanced? Or frantically clicking around on towers to repair them?
Criticisms aside, I spent like half an hour playing. :) The graphics were simple but very clear. Really well made and complete-feeling entry.
But the fact that I played this game for 45 minutes without getting bored kind of renders those point moot.
P.S. It can become a very interesting game, may be add tower auto-upgrade or build queue, so you can really go afk to see your game progressing by itself, I would really like to see this game continues to develop.
Now I would like a button to skip to the next wave even if the current is still going.

@Goplite The Mills double your click-gain (perhaps we should added some text). Upgrades were planned but the time wasnt enough :( And i wanted the wave skip too but the way I implemented the waves did not allow an easy solution for it.
And of course, thank you all for playing and rating.
If you can give some instructions on where to find the executable file that would be great.