Github page

A one-button 16×16 tower defense where your Builder automatically runs a plotted route each wave. Your sole job: press 'SPACE' at the right moments to build/upgrade as the Builder reaches each plot.

Goal

Stop enemies from leaking to keep Health above 0. Spend Gold earned from kills to strengthen your defenses and survive progressively longer, tougher waves.

Controls

Spacebar  --  Build/Upgrade when your Builder is dwelling at a plot (a brief timing window), if you can't afford it, the builder flashes red and nothing is spent.

Time controls (top left button) Pause, 2x speed, 4x speed.

StatusReleased
PlatformsHTML5
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
Authorxe-rx
GenreStrategy
Made withUnity
TagsTower Defense

Comments

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(1 edit)

I agree with Xavia2nd on all accounts however, I think there are too many plots for the character to move through before it makes one full round. I also think that the player should not need to make that decision when it comes to upgrading the towers. It is such an interesting concept though, and as someone who loves Tower Defense games, it is refreshing and original. 

However, I think that the pace of the game should be quickened; enemies should drop more money and the delays between waves should be reduced. Waves should be allowed to overlap to make for a more difficult experience over time.

The aesthetics are also great, and I'm amazed at the shadows of the enemies. This is an amazing game overall.

Question though: how did you make the shadows of the enemies?

Shadows were very easy using Unity's Shadow Box Colliders! Thanks for the feedback I hadn't thought about overlapping waves but I will implement this before saturday :p

Very cool spin on the tower defense genre. You need to know exactly what you want to do before going into every wave. And the fact that you have no control over the order of plots you visit, combined with building while the wave is happening means plans can change and you'll have to adapt on the fly. Do I build on the plot I'm at right now while enemies are still en route? or do I wait for a better position and hope my current defenses can hold up?

I did end up playing exclusively on speed 3 because anything below is just way too slow, and got to the end (cool win screen btw)

Overall a simple idea with a lot of potential, something like if there's an option to hold down space to skip to the next plot, but at the cost of a little bit of gold, would already add a ton of interesting decisions to the game.