Goblin Assault by Syndelis
A mix between survival and tower defense.

Here's the game link: (Sorry if that's not how you do it, first time ever submitting to Ludum Dare)
https://syndelis.itch.io/goblin-assault-ld38
There you can find information about the game, some screenshots and the download itself. If you liked the game, feel free to check my other games at https://syndelis.itch.io/
Ratings
| Overall | 692th | 2.737⭐ | 21🧑⚖️ |
| Fun | 634th | 2.632⭐ | 21🧑⚖️ |
| Innovation | 635th | 2.579⭐ | 21🧑⚖️ |
| Theme | 606th | 2.895⭐ | 21🧑⚖️ |
| Graphics | 611th | 2.789⭐ | 21🧑⚖️ |
| Humor | 518th | 2.222⭐ | 20🧑⚖️ |
| Mood | 619th | 2.722⭐ | 20🧑⚖️ |
| Given | 19🗳️ | 3🗨️ |
I liked the way I can visit the world between the waves.
There isn't anything to do and the timer is really long. Why not slow down the goblins arrival and set a smaller timer between waves? It's already super hard at the wave 2.
I think you just need to lower the difficulty at the start before ramping it back up. Am I right in thinking there is no audio? You might want to opt out of that category.
@richard-michael-smith The difficult is more on the hard side because of the playtesters, really. If I continue to develop it, I'll for sure lower the difficulty, thanks! As for the audio, the game doesn't really have any. I thought for sure that I had opted out of that category, thanks for noticing it.
@rick Unfortunately, I can't figure out how to build for Mac without having one with GMS2 and I don't have the modules for Web. Sorry :(
http://hpics.li/46170e0
btw is a good game with great potential i rlly like it
About the GUI, it is tied to the character so it was easier to code given the small amount of time we had. Kinda surprised anyone noticed it though.
At first I thought I was doing something wrong while waiting for the waves to come in, but I guess the timer in between is just a little long. If there was something to collect or prep in that down time that would be a little better.
If there's nothing to do, maybe just keep on spawning enemies constantly instead of having it come in literal waves.
An overview map could also help, I was really held back to explore the island and look for enemies during a wave for the risk of them attacking my crystal. Maybe some visual indications on when the crystal is being attacked when it's out of view could also help with that.
Either way, it has potential but I feel it'll be hard for you to polish it up because it might end up being "just another tower defense" type game.
Enjoyed the building vs action waves, though was hard to manage attackers from all the directions even with towers and things, seemed like they didn't help too much so I always had to be there to defend. Will be on the lookout for V2.
And the resolution of the game made that I did not see all the UI so it doesn't help!
A mini map would be interesting to add to better identify and integrate the actions of the enemies! And a little tutorial for the construction.
Anyway, good job !
Hope you'll have your 20 ratings =)
About the exploration, the "fear" you feel of exploring and losing the game is actually our intention. That's why we've made the Scavanger enemy that appears on waves 3, 6 and 9. It only appears during those waves and doesn't try to attack the crystal as its only objective is escaping the island. The idea is, if you want to get its buffs and drops, you have to be confident enough on your constructions skills that your base will be able to defend itself. Having said that, adding visual indications of where your crystal is and when it's being attacked is, indeed, needed, so thanks for suggesting it.
@mikeware Fullscreen is definitely a must-have and will - for sure - be added on the next version as well as the minimap idea. Thanks for your interest on playing the next version, it really means a lot to me.
@himeija I tried my best to make the objectives clear, but I might have to do some work on that part. Not seeing the entirety of the UI may be due to your screen resolution. The game is currently available in both 1024x768 and 1536x1152, so please make sure your screen is big enough. Tutorial was originally planned but had to be cut to save us some time, though it's the #1 thing I want to add on the next update, so keep an eye on it :)
I loved the art of the game. It looks a bit inconsistent at times though, with come objects having outlines and others not, but it still looked fresh. However, I did feel that it was very crammed. As in, very zoomed in, with little things on the screen at a time. I couldn't see the enemies on the other side of my defenses, so I lost a round or two against... who knows what.
Regardless, I had my fair share of fun with it. Different enemies, resource gathering and barricading the gem were very well executed mechanics. Our team [Whales and Games](https://twitter.com/WhalesAndGames) is very pleased with this submission. If you happen to have a Twitter account, we'd like to follow you around, should you come up with either an expansion for this or something new and fresh. Keep up the good work! :whale:
@moski I feel the same way as you feel about other Tower Defense games. To be honest, I have played only 3 tower defense games on my whole life, with my favorite one being System Defender, from the original Club Penguin. I'm really happy to know that you liked the fast paced gameplay, it really was my main concern while making the game.
The art is inconsistent because each member of the team did something to contribute to it. The enemies, main character, the "resource seeds" and the axe were made by me; All of the ground tiles were made by Tiacoei; Resources, drops, sword and pickaxe were made by Caketo.
As noone was really good at drawing, we felt like doing our own styles would be better to design, even if it meant to compromise the consistency.
I'm really happy that you enjoyed your way into protecting the crystal and I hope you've reached the boss, because tons of work were spent doing it.
Thanks for the great and in-depth review!