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Posts Tagged ‘tower defense’
Wow, 24 hours goes by fast!
My game is a top-down shooter with tower-defense elements. When a level starts, a zone (or more than one, on later levels) is randomly placed. Enemies will come to try to kill you and destroy these zones before you can fill them with power. Objectives vary from defeating all the enemies to powering all zones to simply surviving for a set amount of time.
Weapons include bricks, forks, bubbles, dirty socks, and ice cream.
THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT ! THANKS FOR THE SUPPORT!
We are two 15years old game developers
Usually we create adventure games, it’s time for a change!
Introducing to you –
Mascarpone is a tower defense game. We chose a minimalist design, with our cute music. Build kitchen-tools and place them on the map to stop the wawes of mascarpone pudings reaching the other side! Kitchen-tools can only shoot their own color of puding except for the Eggbeater. You can change kitchen-tools colors! HAVE FUN!
Our first entry for Ludum Dare !
You can play my first Jam game here. “Zombies Vs Army” (what a simple name!)
Need some heavy long sleep :). Can’t wait to play all games from community.
Planning to write a post about my development tools, assets and strategy. Interested? Like it
A little preview of our latest modifications, we now have a beginning of a background and a city, ennemies and a standard turret.
New progress! Video :).. Still need to finish Menus, Sound, and setup a few levels…
Okay I think a lot of the core systems are done. Now on to audio and level design :)…
The idea of the game is to defend Sol by collecting dark matter and using it to construct defenses. Its a super simple art style (Im a programmer) but I think it looks slick. The dots are stand-ins but the red dots are the enemies marching towards Sol and the blue dots are your defense pawns. You can upgrade the pawns shields (green circles) and upgrade the weapon types.
Oh yeah, the big orange line is when an enemy hits Sol’s shield, Sol fires out one huge beam that destroys all enemies in that line.
Any thoughts? Maybe some hearts :'(
So let’s call this a double October challenge. Last October I released a game on OUYA (sales postmortem to follow) – now I’m releasing it on PC/ Mac / Linux with a huge update.
<marketing mode>Buy it here on itch.io ! The perfect pumpkin-free Halloween gift for someone you love. Or something like that. </marketing mode>
I’m calling it a beta and selling it discounted while I gather feedback for final tweaks and bugfixes.
Here’s the trailer. It’s intended to market the game rather than give a completely objective representation of every element of the gameplay – as a result it doesn’t show much of the ‘interactive fiction’ story parts since those are (hopefully) amusing to read but generally boring to watch.
After 72 hours, (not many of these used to sleep xD) Infection is finally here. Infection is a Top-down shooter with some tower defense mechanics made by Daniel Snd (me) and Sebastian Lague. While a man’s life rests in balance you must go beneath the surface to fight his diseases and prevent the infection to spread.
This is the first Ludum Dare that I create all the art (I usually share this function with another artist) and I couldn’t be more proud, I believe this might be my best looking work yet ^^ As usual I’ve kept to the Cartoony/Super-lowpoly look. All characters are based on the same mesh, and I reutilize the same textures on many different objects. Well, I’ll do a detailed postmortem on the experience of creating the art for it later, once I get some sleeping and my arm stops hurting hahahah. Meanwhile you can check out the Timelapse videos I recorded during the weekend:
EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour
timelapse EGGlapse 😀
As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:
Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game
I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements
Looking forward to playing your games guys, I really love RTSs – let’s revive this genre 😀
Good new everyone 😀
EGGZ is a real-time strategy game with eggz in it…
I was really happy to hear that there’s a 7 Day RTS, because I really love RTS game – it’s a pity more indies don’t make them!
Anyhow, we held this friendly multiplayer oriented game jam called the “Funky Future” last weekend, so I decided to make a single-screen competitive RTS controlled with the keyboard (or a gamepad) and with no elimination. The game was basically finished last weekend, but I’ve been tweaking it and doing bugfixes since then.
So my first joke when I learned the theme was “My games are already minimalist.”
I was collaborating with Anand so I could have more elaborate art than I could have made on my own, and the first thought when you think of a “minimalist game” would be red wedges shooting white circles or something.
So on Friday we considered a few directions to take the idea that would address the theme, especially ones that would allow minimalist and non-minimalist elements to co-mingle.
1) A non-minimalist character exploring a minimalist world.
2) Perhaps everything is coloured rectangles until you get close to it or shine a light on it or something.
3) A strategy game that you can switch between two different modes, one with character stats and firing ranges and things, one where they are white and black pieces that move by square.
4) A strategy game of minimalists vs. non-minimalists
We started going with 4, then started thinking a Tower Defense would be easiest to finish in a weekend, ( compared to a more symmetrical strategy game, where I would need to program the A.I. ) and somehow while drawing the sketches for it, we came up with the unique aiming mechanism, which you can see here:
Note also that the towers were initially vertical boxes. The lines were meant to show where the rear towers had a clear line-of-sight, but looking at it, we thought, what if that’s how you aimed, not with a single tower, but with a pair of towers? So we seized on that as a mechanism that made the game a little more innovative than just yet another TD game, and set to work.
I programmed it in Flashpunk, because I had used it before. Anand and I hadn’t collaborated before, so I wanted to keep the number of new things under control. I looked up a lot of things on Flash Game Dojo while the Flashpunk.net site is down.
After playtesting, maybe the game is a little too simplistic, which has made it tough to balance, in terms of if you make the creeps too tough, they overwhelm you no matter what you do, and if you make them too easy, you would have to go out of your way to lose. We have a couple ideas on what would add some depth to it, but by the time we thought of them, it was too late to implement them.
I’ve spent the last 2-3 hours balancing the game, which is actually a lot of fun. It’s actually an reward in itself to get to play and tweak your creation. And I invented a few new game mechanics too while I was at it. The game is more of less done, though I’m considering adding music maybe? We’ll see.
Also, I managed to get both the Java Applet-version and the HTML5-version up and running, so that was nice. I never take for granted that GWT actually works and compiles my stuff into something useful. It’s still black box magic to me.
My game, Minimalist TD is done! Play it here.
This was my second LD (First one being LD24). All in all, it went a lot better than the first one. I’m kind of happy with my result and I think it’s kinda playable, even though it’s probably not terribly innovative (a generic TD game really). I have never done a TD game before, so I thought that’d be fun as well as a nice learning experience.
Still not quite sure about the difficulty curve. It probably ramps up a bit quickly, but then again, there’s only one level and a bit of trial-and-error can be fun. Lemme know what you think!
Here are the tools I used:
FlashDevelop + Haxe + NME + HaxeFlixel
GIMP (although I didn’t need it very often, as you can tell by looking at the screenshot).
Step Seq. for music and Audacity to record it (Inspired by Arkeus. First time I’ve ever created music, not sure if I’m happy with it. It’s kinda short and doesn’t loop very well… but better than nothing, right?)
DAME for tilemaps