Turrets Turrets by ryzy27
Created for Ludum Dare 39 Compo

(Play in fullscreen - UI will get smaller relative to game window size)
(Slower PCs, laptops - you might want to download the game for better performance)
Build turrets on red spots to defend againts enemies.
Turrets lose energy while attacking so keep some cash for batteries.
You can upgrade turrets to make them stronger.
There are 20 waves of enemies comming to red box.
Each enemy deals one damage.
HOTKEYS
Scrollwheel - zoom in/out
WSAD - camera movement,
QE - camera rotation,
T - buy turret on selected spot,
R - recharge battery,
(You can manage without those) Y, U, I, H, J, K - upgrades in order as on User Interface.
Ratings
| Overall | 256th | 3.432⭐ | 39🧑⚖️ |
| Fun | 292th | 3.243⭐ | 39🧑⚖️ |
| Innovation | 343th | 3.056⭐ | 38🧑⚖️ |
| Theme | 266th | 3.611⭐ | 38🧑⚖️ |
| Graphics | 463th | 2.857⭐ | 37🧑⚖️ |
| Audio | 417th | 2.486⭐ | 37🧑⚖️ |
| Humor | 459th | 1.8⭐ | 32🧑⚖️ |
| Mood | 529th | 2.469⭐ | 34🧑⚖️ |
| Given | 31🗳️ | 34🗨️ |
Thanks for your comment, I'll check out your game in a moment.
-It took me a while to decipher what the UI on the left was saying. There's a lot of densely-packed information, so if it were possible to drip-feed that to the player it may help.
-The laser sound is quite repetitive. If some of the upgrades changed the sounds made by turrets, that may help.
-I clicked on an empty tile and accidentally pressed Y instead of T, and it took some funds and applied the upgrade despite there being no turret there. The same didn't happen if picked an empty tile and clicked the UI buttons. It seems like a reeeeally minor bug.
I liked the graphics, such as the life and power indicators around objects and the turret models. In all, I think it's a solid entry. I think a variety of turret types to match the upgrades would make things look cooler, like adding a little solar panel on top of a turret when you use the solar panel upgrade.
EDIT: The game's mechanics are also simple to get to grips with and I like the application of the theme. If you can work on this a little longer, I think it would make a very competent tower defence game!
EDIT 2: Oh and making every upgrade also have a drawback is a very interesting mechanic, I love it.
I agree that there is way too much information on the left UI, or maybe it could be presented better.
As for sound I didn't have any until like 6 hours before submission and I have no experience in making sounds so I decided/had to go simple.
Adding visual components to turrets along with upgrades was on my mind quite early, but as the time passed there were more crucial matters to solve: fixing bugs, unity crashing, my PC suddenly turning off. But if I were to improve this game now that would have a high priority. BTW, I sort of did that with laser power upgrades. It gets wider as you add damage.
About that bug that you are experiencing: I have already fixed that, but I'm not sure if I can add bugfixes now after compo is over. It's my first entry so I'm not sure on some rules.
Just two nitpicks:
- The UI panels could be smaller to make more space for the game view.
- When there are more targets, the **closest to the finish** should be selected as shooting target. (I noticed once that a turret chose another target, probably because it saw it first and locked-in on it...)
Great work!
I'm planning to improve this project and one of the first things I'd focus on would be making the UI easier to look at, right after refactoring that "PUBLIC ALL" code I've wrote.
Turret target selection is actually easiest it can be: pick element [0] from list and shoot it. I've put in that behavior just as a placeholder, but it worked fine as I playtested. Originally I've planned to add selection of target priorities (like in Bloons TD battles) such as target first, last, strongest, closest... But didn't manage to find time for it.
Thanks again for the comment, I'll be sure to check out your game. Cheers!
Agree that the UI is a bit obstructing, also would have liked if the view was zoomed out from the start.
I like the idea of recharging the turrets battery. But please change this sound from hell hehehe. I think that the upgrades are not balanced: too expensive and just afect one turret. It was worth half a turret. Good game!
The gameplay is pretty well balanced, which is hard for a tower defense game so well done.
The gameplay is pretty well balanced, which is hard for a tower defense game so well done.
Since I don't have any criticism that wasn't already mentioned here to offer:
**Great game, thanks for sharing :thumbsup:!**
Anyway, I play a lot of tower defense games, and I think this was a really unique take on it. Nice work.
Wave 20 is insane, I agree. It's faster than any other and there is 10 times, or even more (depending on lane) enemies in it. I did this because if I didn't go crazy on last wave and went for linear difficulty progression I don't think getting past it (if it's even possible haha :) ) wouldn't be so satisfying and that way finishing wave 19 has more meaning too.
And now I just realized that I didn't implement to the game anything beyond wave 20. You get no feedback for finishing this insane level, just $40 as usual and then you just stare at your turrets :D
## Feedback:
Initially I was quite confused, though I understand tower defense games and even made one, a long time ago- perhaps I should revisit developing one of these. Anyway, back to your entry. The art was very minimalistic, programmer art - colored circles/spheres and such- but it was sufficient and relatively consistent - with the turrets being an odd ball. I gave it a few attempts before stopping, and likely never choose great locations for my turrets. I definitely felt like I wasn't getting enough money to really keep my turrets filled with energy, and it was hard to recognize when they needed it.
I think there were too many statistics to pay attention to while in defense mode and thus learning what upgrades to actually perform was difficult. Rewatching my stream I was having a hard time keep 3 or 4 turrets loaded - mostly based on money, without even upgrading.
I also didn't understand why I couldn't upgrade the radar, though you had explained later that it was because I didn't have regen. It definitely was difficult to realize what options required tech-tree things to buy. I did have an issue with my steering wheel (could have been other game controllers) where I had to keep my clutch pedal held about 50% up and down to balance out - otherwise the camera would move. NOT the only game I saw the issue in, but I think it is because Unity was trying to automatically grab the axis or something, and was a little annoying.
Good entry, the costs and ui was really the bit of pain I noticed, maybe grey things out if unavailable, or something - perhaps the costs just needed me to play several more times?
Until next time, have a good one!
I'm planning to release this on mobile before next Ludum Dare and I have many things in mind I'd like to change/develop and your and everyones elses comments are very helpful in this process.