In Defense of a Dragon by d3zmodos

IDoaD is a simple tower defense, where the path followed by the enemies grows after each wave. The game's name comes from the fact that this path forms the dragon curve.
I was going for the idea that you play this little game in what is (as far as you can tell) the entire world, but then at the end of the wave it grows, and your "small world" becomes a bit bigger (although the things in it don't grow, so you can see the smaller things that you placed earlier in the game).
I didn't get to checking for any sort of collision/overlapping so you're free to place towers anywhere you like (on the path, on other towers, the possibilities are endless!). You can enforce placing towers in open spaces yourself if you're looking for a bit of an extra challenge. :)
I used Ebiten for an engine, which I opted for over raylib-go because it's web build supports audio. Except I didn't end up getting a chance to do any audio, and the web build's rendering is a bit broken for some reason. :(
Also it isn't optimized in any way whatsoever so it will start slowing down/lagging if you get far enough.
Links
Windows (x64, 1280x960 window):
Ratings
| Overall | 418th | 2.95⭐ | 22🧑⚖️ |
| Fun | 414th | 2.75⭐ | 22🧑⚖️ |
| Innovation | 138th | 3.524⭐ | 23🧑⚖️ |
| Theme | 512th | 2.368⭐ | 21🧑⚖️ |
| Graphics | 493th | 2.4⭐ | 22🧑⚖️ |
| Audio | 420th | 1.313⭐ | 18🧑⚖️ |
| Humor | 432th | 1.813⭐ | 18🧑⚖️ |
| Mood | 502th | 2.294⭐ | 19🧑⚖️ |
| Given | 11🗳️ | 11🗨️ |
That you scale the camera, speed and map after each round is an awesome idea I have never seen before! :smile:
The gameplay makes fun even after serveral rounds.
I'd love to see more different enemy types or buildings.
But with a bit more work this could be an awesome game :grin:
Great job mate!
I could have been a little more balanced, I think it gets pretty rough pretty soon.
Cool idea, good job.
I realise the balance is a bit off and I probably should have dedicated a little more time to that, but as with the sound and the collision-checking: Time :(
Another thing I was vaguely hoping to do is generate a curve that isn't quite so dense. The dragon curve ends up with quite large regions of just dense grid, which isn't very interesting for a tower defense game. However coming up with one of these on my own (at least without giving up the 90 degree corners which make things much easier to draw/work with) seemed like something I would definitely not be able to do in time and I couldn't find any nice ones online.
@MathijsVissers @Ratbag Do you mean the towers that you had already placed didn't shrink each round? The towers that have already been placed are meant to shrink each round (or rather, visually so, they stay the same size but the camera moves away), while the tower(s) that you place each round stay the same size (again, at least visually/on screen).
The scaling of the tower should have follow ;)
Good job.
Collisions would have helped a bit I think, as would sound, but I very much understand the time pressure.
The speed of the enemies get a bit too fast too quickly but otherwise fun.
Have you tried any other technology? Because it seems to me like it was limiting you. You had a good idea and with more time you could make a really interesting game:)
Gameplay seems to get out of balance very quickly, but I think the core of what you have here is great. Adding more mechanics and adding more of a dragon-y aesthetic would be really cool. Good job!