CityDefense by JOrbits


In CityDefense you have to defend your headquarter from incoming enemies, while building a city to gather resources. The end goal is to build the laboratory.
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Bugfixes: - There was a bug, where sounds were not affected by the settings.
| Windows | https://jorbits.itch.io/citydefense |
| macOS | https://jorbits.itch.io/citydefense |
| Linux | https://jorbits.itch.io/citydefense |
| Original URL | https://ldjam.com/events/ludum-dare/41/citydefense |
Ratings
| Overall | 76th | 3.89⭐ | 70🧑⚖️ |
| Fun | 48th | 3.919⭐ | 70🧑⚖️ |
| Innovation | 542th | 2.956⭐ | 70🧑⚖️ |
| Theme | 597th | 2.971⭐ | 70🧑⚖️ |
| Graphics | 37th | 4.184⭐ | 70🧑⚖️ |
| Audio | 87th | 3.621⭐ | 68🧑⚖️ |
| Mood | 81th | 3.637⭐ | 64🧑⚖️ |
| Given | 21🗳️ | 8🗨️ |
Impressed with the graphic style and fx. Oh and the music.
The sound fx and music are good, but the SFX get really repetitive after a while.
The gameplay also seems pretty unbalanced, the missile turrets seem pretty useless as whatever they shoot at is killed before the missile gets there, and the game is pretty easy overall, you can build a heap of laser turrets and never worry about a thing, I don't think one of my buildings ever died.
I had fun playing it though! it's a nice little game, just had a couple little gripes.
Runs pretty smoothly too, this was my final build and it wasn't lagging 
My only (minor) criticism is that even when tons of enemies were spawning, it never seemed like my town was in danger. Besides that, this game was really fun - great job!
Well done on making this little game, had a lot of fun playing it.

Oh, p.s. I added you to the "Favourite picks Ludum Dare 41" list on my profile
https://www.youtube.com/watch?v=WpLwe3ldV5A
Thanks for making this game!
Just a few minor points of a critique:
- The laser turrets seem to shoot past small enemies slightly. This doesn't affect the logic of the collision at all, but it visually looks like the laser is hitting past the enemy, rather than directly on it. If this is intentional, to show that the laser is going through the enemy, then ignore this. But if not, maybe the laser is firing to where the enemy *was*, rather than the enemy *will be*, which is causing that.
- It would be nice if there was a visual indicator that showed what things I can afford to purchase at any given moment. My eyes had to dart left and right a lot to tell what I could or couldn't build. Maybe the buttons are red until you can afford them, and then they turn teal/blue.
Overall, amazingly well done, congrats!
That was a nice stress test! Great visual style, lots of fun, and a cool atmosphere. I guess my issue is that I would prefer buttons and counters to be all on one side of the screen instead of having to dart my eyes left and right, but I eventually settled on a rhythm of click each button and build as much as you can of what's possible, which probably isn't very strategic gameplay. Also with tower defenses usually the tower placement is the bit that provides some depth but here I'm not feeling that there is much other than encircle your base. Otherwise, a solid entry!
Indeed as it stands the game readability isn't the best. It takes a while to understand the game mechanics, and quite a bit longer to get that the resources aren't generated based on time. There's also a lot going on screen which can make it hard to focus on what is important.
A pause mode or at least a slow mo could be cool (would need time based resources or would be too easy). When you don't have enough resources to build a building it would be very nice if the resources you're missing blinked in red or something, to know which resources is lacking. It's a bit tedious to parse writings on the screen as a hundred explosions are going on.
I'd like to be able to understand better what each building does too (like a flavor text when you hover on the building button) that would blend nicely with slow mo to, giving you a better understanding of what you are doing.
The further you play the more the music is drowned by the SFX (with default settings) I guess you can change that in the menu beforehand, but it lowers the readability too.
I feel like there's much to expand on in an interesting way, if you're interested in continuing working on this project.
This may seem like a pretty negative review but it's more based on what it could be than what it is at the moment : ie a very good compo entry, that runs well and has a very nice aesthetics to it.
Good job !
But combination is interesting, I like your simple graphic style.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape