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Altrein's Portal is a tower-defense game about defending The Portal to Human World, which is about to be invaded by a civillization of evil robots. Your quest is to stop them from attacking people on Earth by building multiple traps around The Portal.
Made for Ludum Dare 30 Jam. This is also BlackCode Studio's first 3D game.
Downloads and Links
Ratings
![]() | Coolness | 82% |
#306 | Audio(Jam) | 3.23 |
#533 | Fun(Jam) | 2.78 |
#546 | Humor(Jam) | 1.96 |
#561 | Mood(Jam) | 2.76 |
#576 | Overall(Jam) | 2.93 |
#630 | Innovation(Jam) | 2.54 |
#651 | Graphics(Jam) | 2.65 |
#663 | Theme(Jam) | 2.29 |
Comments
I like tower defense games! You have a pretty solid concept here. It also seems to work fine, and it's fairly easy to understand. My only complaints are about graphics and UI. I find that my eyes hurt a bit while playing (not in a metaphorical way), due to all the flashing and line thing. Also, I find the upgrade menu to be unusable. I can't see what I've highlighted. It seems to have a dark red color, and I can't see what I've selected for upgrading. Still, with a bit of polish, I see this becoming a really great game.
Only thing I don't like is I cant see attack direction of enemy. Otherwise is good!
graphics are nice but some optical feedback for shots/damage would've given a more responsive feeling.
The graphical style was fitting. I think the game could use some work in the UI department. It's really difficult to see what I'm upgrading, for example. The music was good, but super quiet for me compared to the sound effects. I think the game would be more interesting if enemies didn't take a straight path to the portal, and if I could see where they're going to come from ahead of time rather than having them come all at once from all directions. Overall the difficulty was pretty easy up until wave 7 at which point it got super hard. Managed to squeak by with 5hp left, though!
Nice take on a towerdefensegame. the theme felt a little shoe horned in - i guess you guys weren't a great fan of it.
The music was nice and the graphics pretty ok - all i really missed was the ability to build walls to create paths which is my favorite thing in TD-games. Was it a aware decision to strip that feature or was it that you didn't want to bother too much with pathing? Anyways - i made it through your game and saved the world. :D
Oh yeah and i liked the UI to place the defenseplates a lot. It was cool that you could select lines and squares. And that it never added more costs if you boxselected over already placed towers.
Nice UI. The pace felt a little slow. Trap placement rocks.
I loved the drag select mode for placement of defenses and upgrades, and how the placing/upgrading of defenses worked once I had discovered this feature. It would have been nice to drag in all directions but overall: you created a good, challenging game.
Interesting UI for the trap selection. The controls and purchase mechanics took me awhile to figure out.
Wow, that must have been a lot of work for a 48h jam.
That being said, there are lots of things that still need improvement:
- the build/update/delete being a separate screen is really disruptive to the gameplay
- there's not easy way to identify the level of each trap
- even on the easy difficulty, the game suddenly becomes very hard around wave 6: traps that managed to destroy everything easily suddenly don't seem to make any damage.
And I don't really see the relation with the theme.
Anyway, for a first 3d game, that's something already.
Pretty cool. My only qualm is that I couldn't tell which traps were attacking what enemies. Would have been nice to see something indicating they were working.. I was worried at first that they weren't doing anything. :P (Oh.. and a way to tell the level of the upgrade would have been useful, too.)
@jomomomo I can write in C++ - Allegro, SFML, OpenGL. I haven't learned nothing to make games with web wersion yet :(.
The music is cool, but it needs more sounds. More than anything else, it needs FEEDBACKS. I didn't know how effective were my traps against different types of enemies.
Music was awesome.
I was missing a lot information like enemy health, damage, attack rate etc. What does a "fast" attack mean? Something more meaningful would help.
The build view was missing a lot of information too. I couldn't see what trap was at what position and which upgrade level they have. Why didn't you use the normal game view for building, selling, upgrading?
Phew, finished it on hard! It's fun. In my opinion it would be more fun if I could divert the enemies down a path, as in many other tower defence games.
The music is very nice, the game itself is a very strange towerdefense type. Are tile applying damage when ennemies are on them ? no range ? Because if so, i'm not sure of what good a slower tile can be.
I like the simplistic graphical style in general, but it is maybe a bit too simplistic as-is. It's really difficult to understand why some enemies die and others don't since there's little feedback about shots fired or enemy health. Still, nicely done for the time given.
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Awesome music. I like graphics, although I would prefer more readable design. Tower defense lacks attack patterns. I don't know which side to defend more against what kind of enemies.