Hat vs Evil by minjutin

You are a hat who is trying to finish your big monster summoning while offering sacrifices to summon other towers as well. These towers will help you by shooting bad guys that are trying to go directly into your summoning circle! This game exceeds the limits of tower defence genre in a way no before.
Credits: minjutin - lead programmer 6knowledge - programmer insanitum - artist
| Link | https://minjutin.itch.io/hatvsevil |
| Original URL | https://ldjam.com/events/ludum-dare/55/hat-vs-evil |
Ratings
| Overall | 1003th | 3.175⭐ | 59🧑⚖️ |
| Fun | 1047th | 2.911⭐ | 58🧑⚖️ |
| Innovation | 950th | 2.947⭐ | 59🧑⚖️ |
| Theme | 692th | 3.527⭐ | 58🧑⚖️ |
| Graphics | 1061th | 2.415⭐ | 61🧑⚖️ |
| Humor | 663th | 2.896⭐ | 55🧑⚖️ |
| Mood | 1088th | 2.864⭐ | 57🧑⚖️ |
| Given | 83🗳️ | 154🗨️ |
What kind of creatures look like 2 matches?
I enjoyed the sounds and visuals, the controls took some getting used to, but after a few levels I had it down.
Seems like the sounds gets messed up a lot, an I would have loved to hear the shooting sounds etc more consistently.
We also made a type of tower defence for this jam!
I think it'd be kinda nice if spawning in items was bound to a different key and having a little x on the top right of the buy menu to be able to leave.
Otherwise really solid and I enjoyed my time with it.

Thanks for the fun play
Nice little defence game! I really liked the ability to combine resources in any way I want for my towers.
This game needs balancing and delay between waves. Awesome concept
One the one hand, the swarms of enemies felt overwhelming, and I eventually reached a point where I stopped caring about whether I stopped them from reaching me and just focused on placing towers. On the other hand, the consequence for this was only resetting my current progression, so that afforded me the time to get away with this.
On the one hand, it was impossible to read the tower stats, and the placement interface didn't let me cancel out of unintended decisions; if I triggered a tower summon, I had to summon something, and if I placed the wrong resources, I couldn't take them back. On the other hand, once I got to a point where I lucked into enough towers to stop enemies consistently, I was able to just spam more towers and build on top of that.
In summary, I think you had a really cool concept. The resource collection influencing what kind of towers to create was awesome. For me, I think I would've preferred a slower-pace beginning, to give me time to strategize, instead of placing things ad-hoc and hoping for the best.
Overall, I enjoyed playing!
Anyway, I LOVE this!! This is like, a much more chill approach to a tower defense game. Since you can't lose, it becomes more like an incremental game: you just keep creating new defenses and collecting drops to see how far you can make the numbers go up. I actually got to the ending without even realizing there *was* an ending, just because I was so hooked on the gameplay loop! x) I imagine creating this must have been a lot of fun.
If anything, I just think maybe this would have been better as a mouse-only game. Moving the hat around and selecting stuff felt a bit awkward, and I always mis-selected stuff while I was moving. Also it would be nice to be able to close the summoning popup without actually having to summon something.
I think this could actually be killer as an idle game, very satisfying, I almost didn't want it to end. :sweat_smile: Very good job!
