Defense Trap by dimesto52
Defense Trap is a game in which you must defend yourself from an invasion of slime by summoning traps in their path.
a new card indicating a type of trap arrives regularly, click on it to select it and click on a box to place it

Ratings
| Overall | 321th | 2.855⭐ | 33🧑⚖️ |
| Fun | 270th | 2.984⭐ | 33🧑⚖️ |
| Innovation | 284th | 2.887⭐ | 33🧑⚖️ |
| Given | 26🗳️ | 41🗨️ |
@jk5000 yes I must have made a mistake in trying to allow the game to launch directly on the site without going through itch.io ^^
I did manage to play it a couple of runs in the end. I like the base idea, a kind of tower defense/plants vs zombies type game. Very rough around the edges though, in the end I was just panicking and randomly placing stuff until i was game over.
Would be interesting to see where this goes with more time and polish
I think the score is broken, or a least it was empty for me. I think its cool that the top bar fills up forcing the player to keep placing obstacle and changing the grid, not just building one initially and rebuilding it when it breaks. I think it would be nice if you could place the obstacles on frogs and squishing them, after a while it became quite hard to place them. I also think it would be nice with a slighty bigger grid, waybe be 20x10 instead of 10x6 (or what it is at the moment). I think that would make it feel more of a traditional tower defence game instead of a chaotic flash game kind of game. But maybe that's what it supposed to be though
Anyways, I liked it! Well done!
A few feedbacks :
- The trap to push slimes into another line is interesting, I think there is something to delve into here
- I would add much more life to the traps, but give them much less often. It would put more "weight" in the decision to use them (where do I put it to maximise efficiency ?), currently it's juste "playing all the traps as soon as I get them" (which is nice too, but a bit less interesting imo)
- I didn't really understood the difference between the "teeth trap" and the "spiky trap" other than their lifetime. So in my perspective, spiky traps are obviously better than teeth ones.
Congratulations for this entry!
I had one run where I did pretty well, I think, but after a while some
of the squares became un-clickable, forcing a lose. The final
score display is also broken for me, which makes it difficult to
know how well I did.
I think there could be some more variation between the traps leading to more strategic decisions. During my playthrough I ended up placing them fairly randomly :D
Also sometimes I wasn't able to place traps even though I thought it should be possible.
I really enjoyed the fairly high difficulty :)
All in all fun little game!
I had a lot of trouble predicting when I'd be allowed to put something into a spot and when it wouldn't work.
I also think it would be helpful to have a bit more "pulsing" in the difficulty curve - one thing many games like this do to support this sort of hectic play is to have the difficulty get harder, then easier, then harder, so after making it through a very hard period you have a few moments of "rest" to get yourself back together. A good example of this is comparing classic Tetris (which just gets harder) to Tetris Effect, which has that "pulsing" challenge, and lets you train for harder difficulties before the game is there consistently.
My strategy was to direct all slimies into the middle lane and put all my traps there. :smile:
Well done!