Inevitable Seige by Hawke Games
Tower Defense Game where killing enemies as fast as possible isn't always best...
| Source Code (Unity Project Files) Dropbox | https://www.dropbox.com/s/8m9g0hg9wcmzueh/Ludum%20Dare%2050.zip?dl=0 |
| Playable Version | https://hawke-gaming.itch.io/inevitable-seige |
| Source Code (Unity Project Files) Drive | https://drive.google.com/file/d/1QWlkgm5o7p1vOejB6IXZtQ4Q1LQztH6F/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/50/inevitable-seige |
Ratings
| Overall | 387th | 3.303⭐ | 35🧑⚖️ |
| Fun | 337th | 3.281⭐ | 34🧑⚖️ |
| Innovation | 533th | 2.688⭐ | 34🧑⚖️ |
| Theme | 277th | 3.697⭐ | 35🧑⚖️ |
| Graphics | 437th | 3.106⭐ | 35🧑⚖️ |
| Audio | 348th | 3.061⭐ | 35🧑⚖️ |
| Mood | 433th | 2.969⭐ | 34🧑⚖️ |
| Given | 37🗳️ | 45🗨️ |
The turrets, they are so so weak, even with the mud to slow the enemies down and rocks to block their path I wasn't able to build up any extra cash flow, just continuously pop down more turrets.

@rhewid Thanks and nice job! The final boss cannot be killed so it will inevitably destroy your castle. The tutorial explains this a little bit more.
@homineludens Nice. And thanks for the feedback!
@gummibot I tried to explain a little more about the towers in the tutorial, but I probably shouldn't have let you put mud on the grass Lol. Thanks for the feedback, you have no idea how much it means to me that someone likes the music Lol.
It took a little while to get used using the keyboard to select my abilities, I still occasionally wasted money trying to click the UI on the screen. Might be nice to just use a mouse. The money mechanic is definitely fun, but I still wish it was less of a chore, because I'd often get fixated on watching the critters on their path.
The impending doom of the spider is very impactful and nails the theme perfectly. Good job overall!
@ismael-rodriguez I'm glad you liked it! I definitely would've added the ability to click on the towers to select them, but with the strict time limit I prioritized other things.
@papaya Thanks I'm glad you liked it! Also, did you read the tutorial? I tried to make everything as clear as I could there.
@lisyarus Thank you for the feedback, I'm glad you liked it! (also, did you read the tutorial? I tried to communicate the controls but I'm not sure how well I did considering so many people were confused).
Things I would improve:
- Make the buttons at the bottom clickable with the mouse
- Make the game easier at the start, so you get to build up a nice defense, before you become overwhelmed
- Add a different offensive tower
Overall, a fun game!
My comments for improvements:
1 - The game didn't fit into the viewport
2 - I could not exit the tutorial screen, so I had to refresh the page
3 - I didn't understand how to switch the items/tools at first
Apart from the points above, it was a very fun game. It keeps the player engaged all the time.
Thanks for your effort!
Once I figured out how to use the mud to delay waves the game became really enjoyable.
The art is nice to look at, and the music fits the pace of the game well.
I survived to day 12, and really liked the game after the gameplay clicked.
The tutorial is a bit complex and wordy. It'd be nice to have it integrated directly into the game. Think show not tell!
The art could be better. I like the vignette.
After reading the tutorial and clicking through, I can't remember what the mud pile thing does. Oh now that I type that, I think it slows things? Why does the game let me put it off the path?
The money collection system is interesting, but perhaps tedious.
More visual indicators of what something is about to do when I select an item would be nice. For instance: the radius of the slow tower. Or perhaps showing an explosion and a radius for the TNT.
Is the cost of items balanced? I haven't tested extensively, but the TNT feels pricey for the radius it affects.
The number system for choosing items is probably fine, but I do have to think a bit about which item is which given there's no label on the item. Since the coins involve using the mouse, I'd guess I could click these to choose them, but that doesn't work. These are probably minor points.
The audio could probably be a bit more engaging and varied.
Perhaps the biggest thing: what separates this from other TD games? What makes it more fun or engaging? It's not clear. That's that elusive element that's probably the hardest thing to get right.
I hope some of this helps! From one person who just wants to get better to another, I feel ya. If you have the time and want to help me out by giving criticism to our game too, I'd appreciate it :-)
I think the things that are weak about it which definitely cost rating points are the following:
* You started by telling the player to read the tutorial, then had a very long and wordy tutorial. That will always hurt, better to teach the player how to do things with onscreen instructions.
* You required keyboard input in a primarily mouse-based game. The first time I played I couldn't figure out how to build a building. This is because I skipped the tutorial the 1st time (which most players *will* do, just gonna happen). The second time was better.
* The units were too small and fast moving initially. I built several buildings but the very first guys snuck past. It's far better to make the game so easy for the first couple of waves that the player can basically ignore the units and fiddle with looking at the units to build, etc.
* Several times I couldn't build but couldn't figure out why
* The art needs a more unified color palette.
* Not much visual feedback for things.
Daniel Username has much wisdom to share, I don't want to double post but honestly I pretty much 100% agree with his points.
It's a good core of a game.
Especially the last bit from Daniel, what makes this interesting or unique? It just seems like a very basic tower defense with few towers, no upgrades, and a strange money collection mechanic that doesn't seem to have any reason (why am I hovering over stuff vs just getting money from killing stuff like in most TDs?)
TDs have been made in so many ways, you really need something to set yourself apart if you're going to make one nowadays. You didn't have any new, interesting take on the genre, and it all felt kind of like a placeholder demo project for how to make a TD.
What you have is a solid tech foundation for a much more complex and interesting game, but there's not much more than that. It's not particularly satisfying to find a good strategy for the game, nor is it satisfying to execute on a strategy you came up with. Much of the fun in TDs comes from playing with many different weapon and enemy types, and figuring out what works best.
Know you wanted some honest feedback, hope this helps.
@daniel-username @david-york @bogden Thank you all so much for the feedback, it is greatly appreciated. I have a lot to think about next jam Lol. :D