Towers N' Treasure by BrineLeaves
A Tower Defense where you are a kobold, defending your Dragon from pesky adventurers. You're not that strong though, so you have to manually carry the towers between each spot! Deliver the loot of the fallen enemies to your Dragon to get more towers!
Will you be able to protect your master's deep slumber?
WASD/ZQSD/Arrow Keys to move, Spacebar to interact with objects.
There are small paths all over the map for you to take to get to certain points on the main enemies' paths faster - they're not intended for the enemies.



EDIT: Updated the game! Made it a bit harder, specifically made rest time for enemies at campfires slightly shorter, and fixed increasing difficulty (some waves were supposed to have shorter time between each other but that was broken in the release version, my bad!) This should hopefully make it a bit more interesting.
Known bugs: Some adventurers might get stuck after using their specials; some waves don't trigger. I'm unsure why this happens but will try to fix it if I get around to it. Or we might revisit this game to make it into a fuller experience, that's more likely.
Programming: BrineLeaves Art, Sounds and Music: Orion Pisces
Itch.io page download: https://anomalous-chicken.itch.io/towers-n-treasure
Ratings
| Overall | 1161th | 2.767⭐ | 32🧑⚖️ |
| Fun | 1176th | 2.483⭐ | 32🧑⚖️ |
| Innovation | 954th | 2.9⭐ | 32🧑⚖️ |
| Theme | 1076th | 3.183⭐ | 32🧑⚖️ |
| Graphics | 952th | 2.967⭐ | 32🧑⚖️ |
| Audio | 653th | 2.933⭐ | 32🧑⚖️ |
| Humor | 679th | 2.94⭐ | 27🧑⚖️ |
| Mood | 1060th | 2.839⭐ | 30🧑⚖️ |
| Given | 25🗳️ | 40🗨️ |
You've made a good one! Like the idea of robbing the strangers haha!
For me, it was kinda hard to navigate without radar/map or something, it would be great if you'd add it on post jam version!
Best of luck!
overall it's a pretty interesting game.
I was expecting a throwback to old dungeon games and then I saw the cutest dragons ever and I knew I must protect them.
Great graphics and humor in the design. Control feels good over the map but I got confused a few times just because of the different directions and paths you have to take.
I would like to see more traps and different kinds to place since they seemed quite sparse.
The elements are all here for an excellent dungeon game. I would love to see if you continue development on it.
Have a good Ludum Dare
As for the character's speed I'm not sure if I'd want them to go tooo fast? I think adding specific places that can teleport you to other spots might be an interesting workaround for that while still keeping the frantic pace.
Also yeah, game definitely more variety with towers and such, the dragon picks a tower at random out of the three different types available so getting unlucky makes the issue seem even worse haha.
Different paths lenghts were strange. Basically south path felt 'just right', while NE and NW were way too long to the point of feeling that wave is not coming at all. Moving all the traps long distance is quite clunky and not really fun (especially that you need to move both them and the loot at the same time) and it just ended up with long waiting times around the middle-ish.
RNG also can screw you over. Got 2 frost and 3 spike traps at the start and it was trully annoying to try and lure enemies into spikes.
My suggestion is to make corridors less wide or make trap-cluster spots more potent, so trap combos would work better and spike trap would trigger without kiting involved too... maybe ability to select traps too? though that one MIGHT be OP. Also make map itself more balanced in a way how long it takes for mobs to arrive. Minimap would help, but with less area to navigate it won't be as crucial.
Oh and more snoring sounds to dragon please! :)
Here is a link to the VOD that starts at your section.
https://www.twitch.tv/videos/1810812417?t=02h25m25s
Thanks for all the feedback! I definitely agree with everything - especially the map - so I think I'm going to rework on some aspects of the game during the weekend and make a much smaller map to post on itch.io to see if I can elevate the concept. I've been considering either specific spots to teleport to make traversal easier while still keeping the hectic pace but I'm not too sure how much that would trivialize the game.
Also - agreed on the lack of variety, I'll try to think of new ideas for towers! The RNG is made worse by the fact that there's only three types, but I don't think I want to completely forgo that idea. We'll keep brainstorming.
Thank you all so much for playing though!! I'm very happy we could reach 20 ratings, I'm very proud considering this was my first ever gamejam :D
I actually went ahead and updated the game on Itch! Obviously, the changes are way too significant for this new version to be counted for Ludum Dare (I made sure to specify which version to use for the Jam on the store page, 1.1 is the Ludum Dare version, 1.2 is the new and improved version), but I would still appreciate feedback on the changes I've made if possible; here's the link to the changes.
https://anomalous-chicken.itch.io/towers-n-treasure/devlog/527274/12-made-the-game-fun
New version to download should be 1.2 - I'd be happy to receive feedback in the comments of the itch.io page! Thanks again for everything!
Spike traps being bigger helped a ton, maps being smaller and tighter with spots are awesome. Juggling around those spots is no longer painful and looks like balance of what traps are given changed a lot too? Got way more fire traps this time around.
Would personally re-name spawn points to simple south-west-east though, since we only really care about positions relevant to the dragon pathways themselves. We don't really care that hey bend somewhere relative to that after all.
Still wanting sound of snoring dragon though!
The art and sound were both very cute as well, particularly the sleeping dragon.
A minimap would be a really nice addition, as the north/west/south/east system was cool but the map was a bit too large for it to work perfectly.
Overall a cool game! :)