Become the master of the ancient ruins, raise your ziggurat to the sky
Fast paced ziggurat defence gameplay. Defend your ancient ruin using all the powers from the forgotten wardens of the magic
48hrs awesomeness!, well polished, lacking a better tutorial though, i think the currency system could do some work, if you get gold for each enemy killed, when you do badly, you lose life, and get fewer gold, wich makes it harder on next round, then you do badly for lacking gold, then you lose fast.
Maybe it is a double edge sword, I really liked it, tower defenders, among my favorite genres
This was quite fun to play! I loved the 3D models for the turrets and the low-poly aesthetics in general. It's interesting to see a tower defense without lanes where you defend against all sides.
I'd have liked some more visual feedback when enemies are getting hit and maybe small pushbacks as it increases the tension you feel while they're crawling to your base. Just a bit to still allow pushing turrets but to increase fidelity and lifeliness.
I really didn't like the camera movement and found it a bit nauseating even as the forced perspectives make you sacrifice one thing you see for another. I feel my brain fighting against it and wanting to turn the camera into a different direction always.
3d Decor is great, I feel like we're playing in a kid sandbox.
Your Upgrade idea is great to scale your positioning that way
The camera control is a bit funky for me, I'm not a reverse axis guy but it's personal taste. A way to switch it up would have been great
Your towers would be great to have a in-game tooltip
Music is great
Sound FX is great up until you have too many air tower :P
Overall, great game, With a big team like yours I was expecting less so, great surprise :)
Played it quite a few times as every time I finished I thought I could do better next time! Enjoyed the upgrade animations and sound effects, and the varied turrets where there wasn't an obvious build order. Loved the presentation and gameplay!
Really interesting twist on the tower defence genre - the planning required to successfully defend against the waves made it really enjoyable and very replayable. Economy was well-balanced and going back with further knowledge on the waves kept me playing.
The different enemy types added a lot of variation.
The music was fitting and the sound effects felt good. Perhaps a couple of additional sound effects for building would have been nice.
It has a distinct and consistent visual style which is nice.
Beyond the jam would love to see targeting options and time adjustment if you take it further.
Really fun game. I got to round 12 before I was overwhelmed with enemies. Also it seems like it's impossible to reach the level that costs 10,000. Other than that great job!
Died in level 10, I wish there was ability to repair the thing :D
I really liked this one, especially when I have got to the Air Towers. I really liked how the upgrades of the ziggurat were handled. Animation and sounds of the tower rising are great.
In the web version there were some quirks with the mouse when sometimes after rotating the cursor would get locked and I had to rotate the view again to get back the control.
Awesome entry overall.
Congratulations on the win OddvarLookus! Would you please turn on high scores as well? Your game is really suitable for that :D
Edit: made it to level 30 or so, for high scores it would need a patch to show the player which level they actually reached :-P
we could do it. If that happens i'll write something here
btw, how did you arrive to round 30? Please tell me, my max is 12. What is the overpowered strategy?
@OddvarLookus There's an option you can set on the game page for screenshot-based high scores, I think DiningPhilosopher was referring to that. Also congrats for the win :)
@OddvarLookus Yes like @Wan says; when you edit the game you can enable high scores and customize how they work (time, points, max/min is better, etc.).
As for my strategy to get to level 30, I don't quite remember but I at least tried to empower everything using as few "empower towers" as possible. Also a few slowers I think but otherwise mostly focusing on damage output.
This is really cool, good work guys!