Eater of Worlds by Havok06

Eater of Worlds is a simple Tower defense game with a twist.
The Maw, an extraterrestrial entity that slowly engulfs whole worlds has made its way to Earth.
It is taking control of electrical systems in its vaccinity and use them to defend itself.
It needs materials in order to generate energy to run these, and YOU have to gather it aswell as manage the energy consumption of turrets.

| Youtube | https://havok06.itch.io/eater-of-worlds |
| Original URL | https://ldjam.com/events/ludum-dare/46/eater-of-worlds |
Ratings
| Overall | 2180th | 3⭐ | 34🧑⚖️ |
| Fun | 2172th | 2.774⭐ | 33🧑⚖️ |
| Innovation | 2153th | 2.75⭐ | 34🧑⚖️ |
| Theme | 1631th | 3.468⭐ | 33🧑⚖️ |
| Graphics | 1971th | 2.952⭐ | 33🧑⚖️ |
| Audio | 1390th | 2.774⭐ | 33🧑⚖️ |
| Humor | 1714th | 2.385⭐ | 28🧑⚖️ |
| Mood | 2286th | 2.483⭐ | 31🧑⚖️ |
| Given | 26🗳️ | 35🗨️ |
Also, I wish unit didn't lose focus when you activate/deactivate tower.
With a little polish, it could become a really neat little game
Also, there's a small bug I noticed. Game has camera panning with arrows as well as WASD, but W and A keys didn't do anything.
There is an issue with qwerty keyboard, since I developed on azerty. My mistake.
I struggled a lot with making the isometric view work. I would have manage to reach a much higher level of polish if I had made an easier style. I would love to explore that twist on tower defense (based on resource collection and management) a bit further.
I did find out that you can move the camera with arrow keys, but also with Z, X, S, and D, or something along those lines (I didn't really map the non-arrow keys very well)? Is that intentional or just some kind of leftover from godot input system?
For the creation of units, I was planning that new units would be created at different waves, to allow the player to manage resource gathering on different sides of the map because it was getting bigger and bigger. Sadly I did not manage to make it work before the end so I took it out. For the tutorials I really forgot to add controls instructions. To make the game easier and more fair, I should have made the energy be consumed only when the turrets are engaging enemies instead of when they're turned on.
Anyway, thank you very much for that feedback, it feels good to hear the graphics and audio felt good. I would have liked to add more variations in the tiles and the enemies.
The gameplay of figuring out which towers needed to be on or off at any given time was reasonable, but the technical issues made it an exercise in frustration rather than the fun that I think the premise holds.