Jelly Strike: Tower Offensive by DaNaiX
A tower defense game where you are the attacker
| Link | https://danrug.itch.io/jelly-strike-tower-offensive |
| Link | https://github.com/danrug/LudumDare50 |
| Original URL | https://ldjam.com/events/ludum-dare/50/jelly-strike-tower-offensive |
Ratings
| Overall | 316th | 3.429⭐ | 23🧑⚖️ |
| Fun | 221th | 3.548⭐ | 23🧑⚖️ |
| Innovation | 221th | 3.524⭐ | 23🧑⚖️ |
| Graphics | 151th | 3.857⭐ | 23🧑⚖️ |
| Humor | 140th | 3.45⭐ | 22🧑⚖️ |
| Mood | 396th | 3.048⭐ | 23🧑⚖️ |
| Given | 16🗳️ | 0🗨️ |
What I really missed though is a _speedup button_. Because once you set up your team and let them go, there is nothing much more to do, but wait till your team reaches the finish (or gets destroyed). So sadly enough I spent more time _"watching"_ the game than playing it.
Few other things to update / keep in mind for next game:
- It would be really nice to be able to see the team composition you are building; Even more so because the order of it matters. So maybe a vertical visualization of different jellies as they are added and removed from the team.
- Assuming we have visualization of jellies, then naturally you would want to drag-drop the cubes into and from team composition.
- Current Jelly _Add_/_Remove_ buttons are way too small. They are basically the only thing that the player is allowed to interact with (and most interacted with). Yet the buttons are the smallest elements in the game. While still able to press them I get psychologically annoyed, that I have to do precision pointing to just press the button.
- Tooltip for each Jelly is very nice, but the font + it's color is rather hard to read.
Looking forward to updates and your next work. :)
press __plus__ on any jelly, press __minus__ on any other jelly.
Congrats, now you can have negative jellies. Though final count is still kept up correctly :upside_down:

The graphics were awesome, especially -well... the jelly-ness 😂
The collision between the individual jellies let to some bugs however:
- I had a lot of with the splitter jellies almost at the finish line, when three of them turned around and went back to the nearest corner in the path (next to a turret), after reaching that the two remaining ones turned again and went to the finish again.
- and in the last level, my first jelly was destroyed immediately after the start (before the rest even spawned). When I pressed "retry", the rest spawned while i was still picking out the "team", so I had a lot of extra jellies that should not have been there. And I think these were the ones that just stopped at the first corner, and stood there:

(you can see the little halo of the healer jelly and its now red health bar
A little "accelerate time" button would also have been a useful addition, but all critique aside:
Overall, a great game! Would love to see more of it!
Cheers!
I love jellies, not sure why but to me they are absolutely required for a game to be a good game. And you delivered - thank you.
That being said, I don't get what's inevitable about this.. Jellies winning? Cause that's awesome, but we're supposed to delay the inevitable, so I am *le confused*.
That being said I enjoyed this game, it has jellies - which were VERY jelly, oh my gosh those physics were amazing.
Thank you!
Very fun I enjoyed it
As people mentioned, healer or healer+tank jellies are just the winning combination.
On the technical side, the last level consumed all 32 GB of my RAM o_O also the first of my 10 jellies died and then the level restarted and I was able to send in an additional 10 jellies (19 in total)