Shnorps: Invasion of Blorps by P3ngui

This Game is a tactical 2D tower defense game where very small alien creatures attack a magical world with gigantic turrets. You can build awesome combos with different turretparts and create the ultimative defense against these cute wee warriors!
This Game is not developed for MAC/ Apple. For the full experience play it on Windows!
Fullscreen is recommended
How to play:
In our game you have to defend the base all the way to the right, from the creatures coming from the left. For this you can drag and drop tower parts on the already existing tower bases, to upgrade them with stats and effects. Every round you draw 5 new towerparts and each tower part costs gold, which you get by killing enemies and surviving a round. You can scroll to the left or the right by either using the WASD, Arrow keys or moving the mouse to the edges. On Smartphone you can scroll by tapping on the edges. The fullscreen button is the small blue button in the bottom right corner if you are playing on the Ludum Dare Site in your browser.
The following is an overview of the towers existing in the game:
Base Tower: has a 1% change to trigger all effects and does a little damage on its own.
The cooler Shnorp: increases some Stats and especially the chance to Time Freeze enemies.
Blorb-to-Torch-inator: increases some Stats and especially the chance to burn enemies.
Infectious Schlorp: increases some Stats and especially the chance to infect enemies.
Shnorbsinator: increases some Stats and especially the attack speed.
Shnorp Multiplikator: More attack speed but with a negative damage multiplier.
Shnorp Gamba Amp: increases some Stats and especially the chance to trigger the elemental effects.
multi multi multi: Multiplies all multipliers.
Big Shnorp: increases some Stats and especially the area size.
Blorpdestroyer 2. 46. 5h8: More area size but with negative damage and attack speed multipliers.
BorgBlobBlorp: increases some Stats and especially the attack damage.
Gunpowder Compressor: More attack damage but with a negative attack speed multiplier.



Team
Hannes Börner - Programming, Gamedesign, Head of Shnorps
Johann Bartel - Programming, Gamedesign, Shnorps
Nando Berg - Art (Character, Effects), Programming
Chris Graen - Art (Background, Turrets)
Jan Bleßmann - Art (Character, Effects)
Johannes J. Kross - Sound, Music, Art (UI), Voice of Shnorps
| Link | https://p3ngui.itch.io/shnorps-invasion-of-blorps |
| Original URL | https://ldjam.com/events/ludum-dare/56/shnorps-invasion-of-blorps |
Ratings
| Overall | 372th | 3.712⭐ | 35🧑⚖️ |
| Fun | 184th | 3.833⭐ | 35🧑⚖️ |
| Innovation | 529th | 3.318⭐ | 35🧑⚖️ |
| Theme | 378th | 3.879⭐ | 35🧑⚖️ |
| Graphics | 590th | 3.606⭐ | 35🧑⚖️ |
| Audio | 140th | 3.875⭐ | 34🧑⚖️ |
| Humor | 353th | 3.387⭐ | 33🧑⚖️ |
| Mood | 588th | 3.47⭐ | 35🧑⚖️ |
| Given | 44🗳️ | 46🗨️ |
Yeah we have some versions of towers that give more of a certain stat but lowers another one. We did not have time to create separate versions of the sprites for them sadly. We thought of making the stats color coded in red and green while hovering over it, but that idea also crossed our mind too late ^^'. Maybe an overview of the towers would also helped 🤔.
Might add that to the page later.
I had fun with this one, though it took me a hot minute to realize that the web build wasn't rendering text on my computer (macos in safari, if it helps). I was dragging upgrades around, but not seeing the stats or costs at first, and (surprisingly) did okay even so.
Tower defense is a clever genre idea for a jam, and y'all did a great job with it!
I wish I had a little bit better of a sense of how much damage I'm doing to the little swarm (maybe some kind of indicator of overall kill rate, or some kind of indicator per little guy on how far done they are). You might've had this and I just couldn't see it, too, because of the web/mac combo issue above — if so, awesome!

or

And it's on M1 Mac btw, happening with Chrome and Firefox. I recall having a similar issues way back on iPhone/iPad builds (thought it was fixed at some point though) and managed to get around it by wrapping all the canvas elements in a single mask (so basically have a full size image as the root object of the canvas with a mask component & show graphic on it turned off). No idea why it works like that though...
At wave 5 or 6, I got stuck because one little shnorps got stuck somewhere, I could hear him but sadly he wouldn't despawn, so I had to quit the game 😅
Continue like this !
Don't know what happened here. It took me a minute to realise that you can move to the right with your mouse. Maybe add it to the desccription? Cool entry. Love a good TD game.
Btw: The Camera-Controls are explained directly on Start as an UI-Window! :D
The visuals are cute and really enhance the experience. The little creatures you fight are fun to watch, and the sound design, especially the quirky sound effects, adds a lot of charm to the game. The blorps are adorable, and their bouncing around kept me smiling throughout the game. 😄🎶
In all, this game is a delightful entry and an impressive jam creation. It’s clear a lot of love and creativity went into it. Keep up the great work! 🌟
Oh that makes sense! I wasn't able to read the UI as it was just a blank screen except for the ö and ß. Same as for @antti-haavikko
It should work fine on Windows or Android. But nice that you tried the game anyways :)
I think the difficulty could go up a bit slower, and it would be nice if the end screen contained some stat about the number of waves survived/tiny invaders obliterated or so. That would give the player additional incentive to try again and do better.
The web version didn't work properly for me (on Firefox) - it didn't want to go fullscreen, and on the tiny screen it kept scrolling to the left when mousing over the tower upgrades. So I played downloadable and that one worked fine :smile:
Game was really fun, too, and the tie to the theme was clear. Well done!
PD: Small bit of feedback based on my own mistake. Although controls to move the camera were clearly mentioned I messed my first run because I totally forgot that the world extended to the right. I wonder if hinting at what lies beyond the first wall could encourage players to move the camera by themselves and learn about it.
Also thanks for the feedback, it was quite the crunch so we did not manage quite a few things regarding clarity, but thats a good idea :thinking:
Also, the tower modifiers are great, but the buy buttons seem smaller than in the screenshots. Maybe it's a UI issue because the info panels are bigger than my screen too. So I would advise you to solve the problem! :pray:
Overall, good concept! Congratulations!