Zuma Defence by Poroh
It's Zuma and tower defence. Units walk like units in regular td game or like balls in zuma, and you throw towers which places between units and start shooting it.
Leaderboards included. :)
Play in browser: https://poroh.itch.io/zuma-defence

| HTML5 (web) | https://poroh.itch.io/zuma-defence |
| Original URL | https://ldjam.com/events/ludum-dare/41/zuma-defence |
Ratings
| Overall | 66th | 3.914⭐ | 31🧑⚖️ |
| Fun | 39th | 3.983⭐ | 31🧑⚖️ |
| Innovation | 47th | 4.069⭐ | 31🧑⚖️ |
| Theme | 77th | 4.155⭐ | 31🧑⚖️ |
| Graphics | 257th | 3.466⭐ | 31🧑⚖️ |
| Humor | 328th | 2.685⭐ | 29🧑⚖️ |
| Mood | 271th | 3.179⭐ | 30🧑⚖️ |
| Given | 12🗳️ | 5🗨️ |
The execution is very well done and polished. I made several play, and I must confess that Zuma and Tower Defense do result in a great concept. My only complaint would be that there is too much randomness: everytime I lose, it's because I have several "useless" balls in a row. I know it's due to the nature of Zuma, but as thing cost money when they are shot, it make the game quite hard.
Maybe you should try to remove less money from the player when they fail to shoot a "unit" in the queue? That way, we could more easily "skip" unwanted units :).
I really love the graphics btw!
Overall, a very solid entry, congrats!
Sometimes gun is shooting bullets in wrong direction.
Sounds and music empty :(.
But I'm definitely like this game this mechanics is awesome!
It definitely took me a few games of exploring the strategic options before I got a handle on it, which I really liked about it. It was enjoyable to mess around with different approaches. At first I had a huge monster set of stuff floating at the end of the chain, but I realized that this limits my income, and it was nice to be forced to take more risks.
The controls were totally fine, and the graphics were nice and did a good job of teaching me the rules if I paid attention. I was glad you didn't tutorialize me a lot with text, but instead just threw me in to figure it out (tho it took a bit before I even understood the basic rules).
Of course I wished for a little more juice and sound effects to make the experience a little more concrete and real-feeling, but that's just a matter of scope. I think you focused on the right things, because those are nice-to-haves and all the must-haves are here.
Actually with the leaderboard there's a nice bit of scope -- that's a great touch because it made me play a bit more by seeing what was possible.
I enjoyed waiting and saving up enough money to launch a multi-step attack deeper into the chain -- a good moment the game's strategy lured me into trying, rather than clickspam.
Great job!
I have two quick points of criticism: First, the early game's difficulty is VERY heavily determined by the first few turrets; this can be easily alleviated with some tinkering. (I'd weight the starting randomization a little toward options that build up your bank, but there are a bunch of ways you could go with it.) Second, I encountered a bug where occasionally a shot would jump to the entrance instead of where I was aiming, which sometimes gets in the way. But again, that should be a quick fix.
Anyways, congratulations on making a wonderful game this weekend! I had a lot of fun, and I'm excited to see if someone beats my high score :P
Good fun, great game!
I think this will be very great after some polish.
For now, the Money System does not work very well.
Looking forward to playing this game post-LD version
@deltagardner, thanks for your feedback! Yep, u right about start turret pach, but i love roguelikes and think that some non-compensed random is good for emotions :) Especially it's harmless at the start, when you can restart the game without much loss. And bugs... Yes, it seems easy-to-fix bug, but it seems i must rewrite all my fast-and-bad code :)
@mAnimal, Thank you, i see your scores in the leaderboard. It's nice to see returning to game person :) About post-ld - I have promised it about my ld40 game, but have not too much time for it. Dont want to give false hopes. I want to update my game after ld, but reality stronger :(
@interface, 8 minutes! I havent played my own game that long :)))
@rainysolar, thanks, but what about money system? You mean game balance or some bug with money?
@Hanra, you're welcome :) for me it was fun to do this too :)
@GhostRunners25, thanks for your feedback, I added your score to the leaderboard manually :)
I'll echo a 'discard' option would be nice when moneys tight, but then - as in the screenshot above - I discovered that stacking heals is super powerful as they'll heal each other to full then get to work healing everything else
I mean game balance with the money system.For now, Money is players' second health bar.Players attack the enemy (launch turret ball) and hurt themselves(use the money).Without correct order of repair balls, other balls can only make very little profit, even make a deficit.This makes me feel annoying when I do not have good luck in Next Towers.
It's still a great game.It gives me inspiration about how TD can implantation to other casual genres. :D
I love tower defense games and this was a very nice take on that genre ! Loved it
Second of all, I got a high score in hard, yay (@Keithdae try harder :smile:)! It was so much fun figuring out the optimal strategy!
Seriously, I dig it. I would play the hell out of it if it was more flexed out, balanced and polished game.
The controls were intuitive, understanding what is going on took a bit of trial and error, but I got it quite quickly.
There are, however, several flaws in this version.
First, the bug where the thing I am shooting randomly jumps to the top left is seriously so infuriating. When I have been waiting for a specific building, carefully aiming it so it lands exactly where I planned it to and then it just glitched away, I was mad.
Also, I experienced a strange bug (in medium mode):

Next, once it sped up like it does when you cannot play anymore even though I still was able to play. Maybe, it was because I had no turrets left and little money, but money makers at front, which were just about to make me money to place next towers. So yeah, that was annoying as well.
I know, this is Ludum Dare, I know, you had just 48 hours. But the bugs were really annoying and game-breaking.
It was a bit frustrating that even though I had thousands of dollars, I couldn't do anything about avoiding death, because I was blocked by my own towers. But that is a part of the game I guess.
Also, it seemed (in hard mode at least), that whether I lose immediately or build some sustainable economy was all about how lucky I got with initial tower selection. Maybe having some kind of ability to select what to shoot would be nice. For example like in Zuma, where you can swap the next two balls in the queue. Some option of a quick restart would be nice at least.
No music nor sound is a shame, but I completely understand you and I didn't mind that too much.
I would seriously love to see this made into an actual big game, with more turrets, enemy types, nice graphics, sounds, multiple levels and everything! You really should keep working on it.
EDIT: Also, healers healing dynamites was a bit silly :smile: