Real Time Tower Defense by rigdonware

[raw]
made by rigdonware for LD 41 (COMPO)

IMPORTANT: To move the camera click and drag with the right mouse button To move units in RTS mode, box select the units that you would like to move and right click on the target destination. The destination must be on the path or the enemies tower. You can remove the RTS movement with the checkbox no the bottom right of the screen while playing. Be sure to start the game off by having your scout gather resources

Gather resources, build turrets, and unleash an army to defend your tower from the enemy.

You will be given one Scout to begin. You are only allowed 3 Scouts in total Left click on the Scout to select him and right click on the material you would like him to gather. Resources will be used to heal your tower and build turrets to defend your tower.

To build turrets you will use the keyboard numbers 1, 2, and 3. Press which turret you would like to build and select a placement area on the map. Just make sure you have enough resources!

Killing enemies will reward you with gold. Gold is used to recruit your army.

Ratings

Given 7🗳️ 3🗨️

Feedback

Willops
23. Apr 2018 · 15:58 UTC
Short, but fun! I like it! It was really hard to tell whether or not I had selected a unit though, perhaps a highlight or indicator of some sort would have been nice?
wildcard
28. Apr 2018 · 20:21 UTC
I agree with @Willops on the indicator, I found it difficult to controll the units in the game. Some balancing could also be done, I built my turrets directly outside the castle and the ai could't penetrate my defense. The 3d-work is good! The idle-animations and walk-cycles were well done. I can see you put down a lot of work on the game overall, the theme of rts and tower-defense is certainly interresting. Well done!
commanderstitch
07. May 2018 · 00:20 UTC
Sorry man, cant rate what i can't play. I couldn't figure out how to move the guy. I tried sliding the box and clicking places, clicking on him directly with both mouse buttons. I guess i'm missing something.
irwatts
07. May 2018 · 00:50 UTC
I had the scout collecting steel, but the turret icons never enabled so I could build one. This left me unable to defend the tower and I died every time from the first wave. This looks and feels charming though!
impiaaa
07. May 2018 · 01:35 UTC
Hm, interesting, two-way tower defense, basically. Tower offense? From that perspective it would seem like the AI should be allowed to place turrets, otherwise the player has a huge advantage. I did actually die pretty quickly in my first round though, since I was still figuring things out when enemy units had already started spawning, and one took down my castle in like 5 hits. The end game is a bit of a slot too, just continually sending units over and hoping for the best. I wonder what would have brought out more of the "strategy" aspect--multiple lanes, maybe?

Edit: Oh, one more thing, your link says "Windows/Mac/Linux" but it's Windows only.
GameCarpenter
07. May 2018 · 03:24 UTC
This is an interesting combination. While all the pieces could have been taken straight from an RTS, putting the tower defense logic on top of it does make it feel much more like a tower defense game instead. I have played some unit based defense games, and this feels a lot like them in that sense, except that you don't usually have as much control over their deployment as this game gives you.

It was quite rare I was in the position to use the units and the towers together, which is probably the most interesting part of the gameplay. Sometimes I wanted to retreat units, but that didn't seem to be supported, which makes sense for tower defense style gameplay, but takes away from the strategy available to the player. In general though, since the enemy units didn't get any stronger, while your fortifications constantly improved, there was very little in the way of challenge once you got a few towers in place.

The one thing I felt like this game could use was some sort of reliable aoe attack. Maybe something with light emission to take advantage of the decision to use 3d assets. It feels like you aren't getting much benefit over using 2d sprites with them. Maybe some muzzle flashes would help along those lines too.

Speaking of which, the setting feels confused. You have two types of soldiers robots(?) and autonomous defense turrets, fighting over medieval castles. The other side could arguably all be creatures summoned by a wizard. In a way it fits with the blending of the tower defense and RTS genres, but it doesn't seem to tell a cohesive story.

It's a shame to not have any audio for this game. It feels like a little generated gunshot pop sound effect would go a long way in this game given how many things are constantly firing, but it might be tricky to keep the cumulative volume under control with all the overlapping units firing simultaneously.

Overall it's an interesting idea, with decent execution, but rather lacking in gameplay.
Steve Sparkes
15. May 2018 · 13:43 UTC
It took me backing out to the main menu several times til I figured out the controls! It was a really nice concept once I knew what I was doing. I managed to destroy the castle, I was happy to finally bash through the enemy lines with my army of robots. It would be amazing to see this game developed further! It's a great expansion on the tower defence genre; having to control your own minions to push back enemy attacks. Great job, keep making games!