Veggie Attack by epb9000
Sweets, Veggies, Fruit, and Meat coexisted in harmony, but everything changed when the Veggie Nation attacked.
Engage in tower defense against the Veggie army with your much smaller squad of mages. As their summoner, you must choose where to deploy your forces, but be mindful of the summoning energy needed. You'll need to recharge after each summon.
Void mages are kinda short-sighted, but are fast, but take very little energy.
Flame mages are a bit more capable and powerful, but slow and take a bit more energy to summon.
A rough machine translation for Spanish is included because I felt like it. Expect it to be disjointed as I don't speak Spanish.
(LD55.zip is the source code package.)

| Link | https://b65sol.com/upload/ld55-release/html/ |
| Linux (x86 and x86_64) | https://b65sol.com/upload/ld55-release/linux-amd64-and-x86.tgz |
| Windows 64-bit | https://b65sol.com/upload/ld55-release/veggie-attack-win64.zip |
| macOS (unsigned) | https://b65sol.com/upload/ld55-release/veggie-attack-macos.zip |
| Original URL | https://ldjam.com/events/ludum-dare/55/veggie-attack |
Ratings
| Overall | 253th | 3.152⭐ | 25🧑⚖️ |
| Fun | 275th | 2.957⭐ | 25🧑⚖️ |
| Innovation | 338th | 2.413⭐ | 25🧑⚖️ |
| Theme | 282th | 3.022⭐ | 25🧑⚖️ |
| Graphics | 224th | 3.196⭐ | 25🧑⚖️ |
| Audio | 208th | 2.977⭐ | 24🧑⚖️ |
| Given | 15🗳️ | 22🗨️ |
@impalpable and @daandruff : How was the difficulty? I was aiming for 'tricky enough to need to pay attention, but not so overwhelming as to be frustrating' did I reach that mark?
Pretty cute art, and the upbeat music probably did the most work in conveying a sense of urgency.
Hmm... I suppose what I could do is preview on mouse move or a sufficiently continuous drag and only prompt if such a move event wasn't detected. I'll be adding to my post-jam release TODO list.
But I'm particularly glad because some of the mechanics didn't quite "work" for me. Having the mage/towers have a fixed finite lifespan made it hard to do much forward planning, and ended up feeling like I should just place towers wherever the enemies were at this precise moment, since otherwise I'd be wasting summoning power.
That's not something I would have intuitively realized if I hadn't played this! Sometimes the best experiments are the ones that don't quite pan out, and I'm really glad you tried this out.
What might make more sense is a pool of energy that is drawn from and a longer sustain time for each unit so they can be placed strategically in advance of a wave, but still apply time pressure. Will require some re-balancing, though the nice thing about post-jam is I'll have time to do it. :laughing:
Another thing I wanna say is the artstyle. well it's not bad but it's definitely just not to my taste. I did quite like the perspective. I enjoy RCT games so seeing a game in isometric brings joy to me sense it's kinda rare
Few gameplay suggestions: Instead of a button to confirm the placement of a wizard. maybe just create a drag and drop thing. then if you want to change the position of a wizard you can with the cost of it's lifespan. makes placing less annoying and smoother while disencouraging constant repositioning
There's also the obivious "add more enemies and units" but i do also understand that those take the most time
So quite a enjoyable experience