Delay the Invasion by Corporation
Defend your city from the invasion as long as possible!

Controls:
Buy heroes and spells from the shop and place or cast then into the field. You can also use number keys (1-9) as shhortcuts for the inventory.
How to play:
Your units work better together - warrior tanks damage, priest is healing from the back and archers support with some arrows. After attacking heroes gain experience and can unlock new powerfull skills.

Credits:
Game created using my own fresh and unfinished engine (https://github.com/filscorporation/Steel). It is better than year before, but still work in progress. All art created using Aseprite.
Ratings
| Overall | 185th | 3.66⭐ | 27🧑⚖️ |
| Fun | 109th | 3.8⭐ | 27🧑⚖️ |
| Innovation | 434th | 3.02⭐ | 27🧑⚖️ |
| Theme | 338th | 3.6⭐ | 27🧑⚖️ |
| Graphics | 292th | 3.48⭐ | 27🧑⚖️ |
| Audio | 280th | 3.26⭐ | 27🧑⚖️ |
| Humor | 384th | 2.458⭐ | 26🧑⚖️ |
| Mood | 390th | 3.06⭐ | 27🧑⚖️ |
| Given | 23🗳️ | 29🗨️ |
One thing is the allied AI was a bit frustrating sometimes, like a single warrior just marching right into a horde of enemies haha. I found myself wishing there was a way to toggle warriors between offensive mode and holding their position (so I could draw the enemies back within range of the archers).
Overall, a fun game, nice work!
> me personally felt like the balance was a little off
Yeah I agree the balance could be improved, but that's just the nature of jam games, there's not enough time to balance everything. I think it has a lot of potential with some tweaks though.
I thought my one warrior + priests combo was overpowered until this bomb guys destroyed me :smile:
Made it to 350 secs with that.
Some more thougths:
- Because all enemies move towards one target (the gate), it seems to be always best to place them next to the gate. Therefore there isn't going alot of strategy into placing the towers.
- I think the gate shouldn't have HP. One enmey getting through should be game over, because ,unlike other TD games, here towers also get attacked and destroyed by enemies. The only real game over state is all towers being destroyed (the gates HP doesn't play any role).
- The enemy variety is awesome (for example the bomb enemy countering my one warrior strategy)
Although IMO there is not much strategy beside massing units near the gate and the occasional meteor. But nothing a few obstacles and a more units/upgrade can't fix.
Also I think the left "inventory" bar is not necessary. Dragging the units directly from shop to the battlefied would have been better IMO.
Excellent entry anyway, congrats!
@incobalt thanks for feedback) yeah, the balance is kinda off, it ended up much harder to tweak than I expected. I didn't implment movement of units, as game planned as some tower defence spin off, but where you can actually loose units, so you don't build up defence, but rather delay the invasion
@thetatautau good point on inventory) initially was planned to have different units that will benefit from placing them near each other, so this would give for strategy.., but ended up on just 3 types) also inventory is useful for starting the game with some stuff and also storing the spell to use later
@01fe7e thanks a lot for suggestions, really good point on gates position, just splitting them in 2 would make this much more interestring as I now understand. Nice that you noticed bomb enemy - I added it in the end for this exact purpose - break players that sit behing mass healed warriors
Love the noise the upgraded archers make.
Feedback:
- I'd make the gold display much larger and show where gold is coming from. (Is it from kills? Seemed to be from kills)
- Fonts and UI elements are generally very small, w/ a large play area. Far left/right didn't get much usage. UI could use up that space.
- Some sort of health indicator that doesn't require mouse hover would be nice too.
The randomness to the shop was interesting, It ended up as 3 expensive clerics near the start though which nearly cost me the game.
The inventory makes sense for spells, but for placing units it was an unwanted extra step.
It would be nice if you could set priority targets somehow, I lost most of my archers to the bomb guys at the end because they were too busy shooting at one of the massive dudes.
Health bars on enemies and allies would be nice to have as well. Good job overall! It was very fun to play!
Made it to 372 seconds :D

## Graphics:
simple but get the point across, some nice warcraft 1 nostalgia there. It's clear what each type of unit is, they are all clearly distinguishable from each other, it's intuitive that the enemies are evil and that they get progressively stronger etc. It was was clear what the bomb guys would do etc.
## Audio:
music is decent for a compo entry, did you make it yourself? Audio suits the retro/low-res graphics
like the difficulty level
## UI:
Also simple but clear, no confusion anywhere. The text explaining that the game had to be restarted was a nice touch, of course a "retry" button would be better, but some text explaining it is much better than just leaving the player hanging.
## Design:
You've "found the fun", balance feels right and it is a fun experience. I played quite a few times, couldn't get past wave 5 though :)
I like the level of difficulty. I like that the units move slowly, it forces one to be more strategic about their placement.
Impressive amount of enemy types and spells for a compo entry!
An option to place units directly from the shop (as opposed to first going into the inventory) would be nice, I don't think there will ever be a reason to keep units in the inventory. For spells it makes sense, though.
I was going to suggest unit health bars, but on second thought I quite like the minimalism without them.
It would be nice if there was some visual feedback on which level my units were, I suppose this would've been added if you had more time. Also, not sure if there is any info anywhere on what exactly improves with a level-up, but I think that would be nice.
I tried my best. It's the best I could get. I'll try again.