I love the art!! <3 It's probably a heck of a challenge to create everything with such a limited palette!
If I may make a small suggestion, found it a bit difficult to see the buttons at the top of the buy menu (to choose a plant)... I believe just putting a box behind it will solve it. Or maybe extending the main box to also include the top buttons.
The limited color palette is actually making things easier for me, this limitation focus more on shape/textures without the need of worrying about colors. It's a nice excercise and has a nice flow once you get used to it.
I've been working on a new UI for the store since this demo was released, and I will add it to the next version as soon as I get it ready. You can check it out here:
Oh yeah you have a point. I was thinking about when you need to make thing easier to tell apart (like characters or UI from background), it can be difficult when you can't change value/saturation freely.
And the new menu does look a lot better! It certainly solves the problem.
A solid prototype! What you have now is a good foundation to add your unique mechanics later. The only other basic mechanic I would add would be to replace towers - right now you can only plant one and that pot is locked in as a cactus/pumpkin. I assume once more plant types are added I would want to delete the cheaper, weaker towers.
I also want to compliment the relaxed vibe compared to other tower defense games; usually there's a million particle effects and sounds. The music is relaxing and the garden aesthetic makes me feel like a kid messing around in the backyard. I look forward to seeing future updates!
My intention was to let it be available as a browser game from the start, but the build wasn't running on the browser so I had to quickly scramble to submit the downloadable versions. Yeah, I will make sure it builds right on the web before I try to upload it again, but it isn't the focus right now.
I dont know if an inexperienced dev like me should mention this but:
Making the projectiles deal the damage instead of just being cosmetic is with your current prediction algorithem a bit off at intersections
Mainly the [L] shaped Trackparts.
Aside of that, a Screen detailing (tutorial) of the UI would be nice. I cant seem to figure out what the 10 dropplets add to the gameflow or how to use them.
I'll look forward to the next itteration.
A few ideas that are from a biological standpoint possible,
Pumpkins may be useable as a slowing tower its a plant that spreads vines along the path maybe.
I dont know if you can itterate Surounding Pathtiles and add a overlayed texture from a tilemap that is being picked corresponding to the tile the tower is affecting.
Cacti could be great when their animation could send a spike.
However the Spheres might be great for mushrooms spores n all.
> Aside of that, a Screen detailing (tutorial) of the UI would be nice. I cant seem to figure out what the 10 dropplets add to the gameflow or how to use them.
Sorry for that it is something I left there, I still don't know if I will implement a watering system, but it is planned to be the upgrading system, but I'm still not sure about it.
I have a lot of stuff planned, if you want to know what is going on I post stuff on my tumblr blog and my mastodon account.
← Return to game
Comments
Log in with itch.io to leave a comment.
I love the art!! <3 It's probably a heck of a challenge to create everything with such a limited palette!
If I may make a small suggestion, found it a bit difficult to see the buttons at the top of the buy menu (to choose a plant)... I believe just putting a box behind it will solve it. Or maybe extending the main box to also include the top buttons.
I'll be waiting for more content in the game c:
Thanks a lot for playing!
The limited color palette is actually making things easier for me, this limitation focus more on shape/textures without the need of worrying about colors. It's a nice excercise and has a nice flow once you get used to it.
I've been working on a new UI for the store since this demo was released, and I will add it to the next version as soon as I get it ready. You can check it out here:
https://weazeltech.tumblr.com/post/702238518258401280/finally-got-my-new-store-u...
And for sure there are more content to come.
Oh yeah you have a point. I was thinking about when you need to make thing easier to tell apart (like characters or UI from background), it can be difficult when you can't change value/saturation freely.
And the new menu does look a lot better! It certainly solves the problem.
A solid prototype! What you have now is a good foundation to add your unique mechanics later. The only other basic mechanic I would add would be to replace towers - right now you can only plant one and that pot is locked in as a cactus/pumpkin. I assume once more plant types are added I would want to delete the cheaper, weaker towers.
I also want to compliment the relaxed vibe compared to other tower defense games; usually there's a million particle effects and sounds. The music is relaxing and the garden aesthetic makes me feel like a kid messing around in the backyard. I look forward to seeing future updates!
Oh, and do you have plans for a browser version?
My intention was to let it be available as a browser game from the start, but the build wasn't running on the browser so I had to quickly scramble to submit the downloadable versions. Yeah, I will make sure it builds right on the web before I try to upload it again, but it isn't the focus right now.
A great game sadly the second wave is not beatable, and the towers share statistics for the most part however
I need to give you full points for
your Pixel art skills
thanks for the feedback! yeah the towers share stats at the moment, but the snails are beatable, it's just difficult.
I dont know if an inexperienced dev like me should mention this but:
Making the projectiles deal the damage instead of just being cosmetic is with your current prediction algorithem a bit off at intersections
Mainly the [L] shaped Trackparts.
Aside of that, a Screen detailing (tutorial) of the UI would be nice. I cant seem to figure out what the 10 dropplets add to the gameflow or how to use them.
I'll look forward to the next itteration.
A few ideas that are from a biological standpoint possible,
Pumpkins may be useable as a slowing tower its a plant that spreads vines along the path maybe.
I dont know if you can itterate Surounding Pathtiles and add a overlayed texture from a tilemap that is being picked corresponding to the tile the tower is affecting.
Cacti could be great when their animation could send a spike.
However the Spheres might be great for mushrooms spores n all.
But i am lost in a rant by now so...
Good job
I want to see more
> Aside of that, a Screen detailing (tutorial) of the UI would be nice. I cant seem to figure out what the 10 dropplets add to the gameflow or how to use them.
Sorry for that it is something I left there, I still don't know if I will implement a watering system, but it is planned to be the upgrading system, but I'm still not sure about it.
I have a lot of stuff planned, if you want to know what is going on I post stuff on my tumblr blog and my mastodon account.