Unstable flowers by Adroman
Your goal is to protect the flowers from the enemies. You have an arsenal of towers to choose from, but be careful, it gets UNSTABLE. Once you cause enough instability, you will suffer, making your game harder.

You gain instability for building towers, upgrading towers,
overkill damages, allowing monsters to steal the flowers,
instability is also gained via money hoarding,
but you also gain it via game pausing.

Once you reach a certain threshold, distaster will trigger,
in a better case, monsters will become stronger.
However, if you get unlucky, you might lose a flower,
or even cause an earthquake and maybe lose a tower.
How long will your flowers survive?
Basically I was thinking about making either tower defense game or a deck-building card game, before the theme got announced. For this theme, I wanted to incorporate the instability mechanics to a classic tower defense game.
The game is configured in three difficulties: - Easy will lower the instability gained and will not trigger the worst disasters - Medium is a standard way to play - Hard is for those, who like to trigger a disaster almost every wave and there are a lot of earthquakes
Some keyboard shortcuts: - Space key will call the next wave, if the current one is finished - Right mouse button and Escape key will deselect a tower - Escape key will also pause the game, if the tower is deselected - Alt+Enter will toggle the fullscreen mode (Unity's behavior)
Some notes: - This game was made in mind of 16:9 aspect ratio and was developed for 720p resolution, if it's in Windowed mode - There are still some bugs (get it?), mainly about pathfinding and not picking up flowers. - If there is a major game breaking bug, let me know to patch it.
Tools used: - Unity3D - Game engine - Jetbrains Rider - Development tool - https://www.piskelapp.com/ - Pixel art creation tool for enemies, towers and projectiles
Third-party Assets used (Please obtain them via their page): - Whispers of Avalon - Grassland tileset: https://opengameart.org/content/whispers-of-avalon-grassland-tileset - Simple UI: https://assetstore.unity.com/packages/2d/gui/icons/simple-ui-103969 - RPG Medieveal Themes: https://assetstore.unity.com/packages/audio/music/orchestral/rpg-medieval-themes-196607#description - Middle Age - Medieval Action Sound FX Pack: https://assetstore.unity.com/packages/audio/sound-fx/middle-age-medieval-action-sound-fx-pack-54030#reviews - [deprecated] CritterSFX: https://assetstore.unity.com/packages/audio/sound-fx/creatures/lil-critter-sfx-5016
| Link | https://github.com/Adroman/ld49-entry-adroman |
| Link | https://github.com/Adroman/ld49-entry-adroman/releases/tag/v1.0.0 |
| Original URL | https://ldjam.com/events/ludum-dare/49/unstable-flowers |
Ratings
| Overall | 743th | 3.526⭐ | 21🧑⚖️ |
| Fun | 590th | 3.556⭐ | 20🧑⚖️ |
| Innovation | 1281th | 2.75⭐ | 20🧑⚖️ |
| Theme | 948th | 3.333⭐ | 20🧑⚖️ |
| Humor | 809th | 2.806⭐ | 20🧑⚖️ |
| Mood | 1177th | 2.971⭐ | 19🧑⚖️ |
| Given | 38🗳️ | 4🗨️ |
UX issues:
- When selecting a tower to build, you don't immediately know which one is selected. You have to look at the right to know the selection. You can improve this by simply having a clear outline or highlight on the button or make it look it is depressed like a button.
- At first I thought that there's no way to select a deployed tower but then realize I don't need it since I can see the details just by hovering over it. So I thought the towers cannot be upgraded. Maybe it's just me but I didn't notice that there's an "Upgrade Cost" below and I didn't know I just need to click the tower to upgrade it.
- No indication if selected tower can be built (insufficient gold)
- No visual range indication
Also I wasn't sure what kind of humor use and I didn't want to cross the line (like the jokes about specific numbers), I am nervous about the "Nothing happened" disaster's flavor text.
If things goes well (they are now going well), I will put an update to make the UI look better and provide clearer information (like the button color change, range indication, message about insufficient gold). In more ideal scenario I can try to support multiple reference resolutions (1080p and 1440p) and in the most ideal situations, I might port this game to Android tablets, but I want to wait until the Jam voting ends.