Scython by BinarySpark
BURN THE DARKNESS AWAY
From the LootLads team comes a tower defense & economy manager with a twist!
The dark rift looms before you, promising boundless energies, in exchange for the low, low price of your entire world. You don't want that. You just want one part of the deal.
MAIN FEATURES
- Siphon the energies of the Nine Layers of Hell - but beware, the further you tap into its power, the stronger its grasp becomes...
- Strategize and experiment! In all levels, there are multiple ways to set up your buildings.
- Multiple levels available for replayability and increased difficulty.
HOW TO PLAY
- Protect your siphons. The Siphons provide you with :fire: Infernite, which you can use to create buildings.
- Create defenses to stop the Corruption from spreading to your Siphons. Build up your walls and hunker down.
- Power your defenses by placing Generators, which create :zap: Energy, and build cables to transport the :zap: Energy to your buildings.
- Upgrade your buildings: if you have enough :fire: Infernite, you can click on them and click the Upgrade button to increase their effectiveness (for Towers and Walls) or their Energy output (for Generators).
- Keep the Corruption at bay until you reach the Ninth Layer and extract all of its virtues.
SCREENSHOTS


GAMEPLAY TIPS
Try to experiment! But if you're having trouble:
- Walls greatly slow the spread of Corruption through them. Place them at your front lines, such as near the Portal.
- Pulsar Towers remove Corruption in an area, and are most effective when they cover lots of tiles.
- Solar Towers target only one tile at a time, which makes them very good to place near choke points, or across chasms.
- Remember to upgrade your buildings (click on them), to improve their efficiency or :zap: Energy output.
Advanced tips:
- Generators also work like Cables, in that they allow :zap: Energy to pass through them in all directions. You can use this to save space.
- In a pinch, you can :hammer: Deconstruct buildings (click on them) to receive some :fire: Infernite back. You could use this to move your buildings backwards, for example.
CHANGELOG
(the original 1.0 version is available for download if you want to use that instead)
Version 1.1: * Fixed broken postprocessing in the Web version * Minor adjustments to game difficulty
CREDITS
- Jorrit Neslo - environment art, UI art
- Sam Minh Ly - level design, balancing, visual effects
- Mika Molenkamp - programming, audio & UI implementation
Fonts used: Zebulon, Spaceline, Sansation (1001freefonts.com)
Music and sounds from opengameart.org (Beeping Bobbing, Humming Beetle, Electrosteel, Blind Shift) and freesound.com.
BEGIN THE PURGE (AND THE PROFITS) HERE
| Link | https://www.mikamolenkamp.nl/ld48/ |
| Link | https://binaryspark.itch.io/scython |
| Link | https://github.com/iridinite/ld48-scython |
| Original URL | https://ldjam.com/events/ludum-dare/48/scython |
Ratings
| Overall | 578th | 3.719⭐ | 34🧑⚖️ |
| Fun | 409th | 3.703⭐ | 34🧑⚖️ |
| Innovation | 685th | 3.406⭐ | 34🧑⚖️ |
| Theme | 1558th | 3.047⭐ | 34🧑⚖️ |
| Graphics | 345th | 4.172⭐ | 34🧑⚖️ |
| Humor | 1062th | 2.478⭐ | 25🧑⚖️ |
| Mood | 543th | 3.766⭐ | 34🧑⚖️ |
| Given | 33🗳️ | 45🗨️ |
But like I said! This has huge potential to be really addicting and cool!
The art and music were really cool, and the theming really evoked Doom's storyline for me.
My one complaint is that going deeper didn't have much impact. I would occasionally glance at the top-right corner and be surprised to see that I'd gone down a layer. It would be cool to have some screenshake, or particles, or a more dramatic change in the background to really sell that idea of getting deeper.
Manage to finish it!

Maybe a little bit on the slow pace side but fun one anyway
The corruption was a little difficult for me to understand, along with the towers functions, but once understood, they work well.
Art - Looks great! Love the style, executed really well, fits in with the game great! Throwing on some anti-aliasing would've helped a bunch, especially at the low web player resolution, but I just fullscreened it to see it in all it's glory!
Music - Sounded great, fitted the game really well, kept the excitement up!
Gameplay - Started off a bit slow and seemed easy, but then it really ramped up and got hard! Managed to just win but it was getting close!
Really nice job, amazed you manage to make this feel nicely balanced within the jam time!
You did really well for the user interaction experience. I really liked just placing buildings and upgrading. And the buildings even change graphics when you upgrade them, that is more than one can hope for in a ludum dare game :D Also pretty solid menu there :thumbsup:
I had a relatively simple playstyle. I just placed pulsar towers along the boundaries around the portals, generators around them, and then solar towers behind those. Upgrade high traffic areas a bit after that. Descending early on the last map is quite dangerous and I stopped doing it beyond layer 4.
Overall an excellent game, I was able to clear the last stage fairly easily but the game feels pretty intense at all times because you don't know just how much damage the next layer will do. And of course, things get pretty hairy as your network gets compromised and you have to turtle up in the corner.

@darkfrost Cheers! I opted to turn off AA in the Web version to save on performance, just in case - but the Windows version has it on! Glad to hear it didn't affect your experience too much.
@bytinggames Thanks for the detailed feedback! It's definitely a more slow-paced game, and the abstract nature of the opponent probably isn't helping. But glad you liked it - as you mentioned, we were trying to do something different :)
@peachtreeoath Thank you! Creeper World was one of the inspirations, indeed! Yes, the manual-descent mechanic is definitely an added challenge; you get less Infernite than you would when waiting the full 120 seconds (to be exact, you get 66% of the "remaining" Siphon output for the layer). If we had more time, we would've liked to do better onboarding and explaining of some of the mechanics, but alas, time is a scarce resource during LD :smile: And congrats on beating level 4!
@miej Yeah, we could have definitely made a nice introduction and some context at the start. We will make sure to do that early on in development. Thanks for playing!
@c4scar Thanks for checking out our game after I checked out you're entry 'Into Conflict'! Glad you liked it!
-Addictive Gameplay
-Great Graphics
-Great pacing
Delta's:
-Controls weren't obvious but I got used to it
-resource management a bit confusing