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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:

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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.

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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!

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Oh, and do you have plans for a browser version?

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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.

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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

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thanks for the feedback! yeah the towers share stats at the moment, but the snails are beatable, it's just difficult.

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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.