Survive 1000 enemies!

In this roghelike + tower defense shooter you have to survive 1000 enemies in 11 waves and defeat the final boss. You can use the hand gun, turrets, traps and walls on your favor, just don't forget about that money!

The game controls

Graphics and Art: Nemer Salimos

Sound Effects and Music: Maksim

Gameplay Design and Code: MNMaxiam

StatusReleased
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorsMNMaxiam, Nemer Salimos, Kuritsu
GenreShooter
Made withUnity
TagsPixel Art, Roguelike, Tower Defense

Comments

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MoAS is just a bitrate tester lmao

(+2)

I have found a two glitches and crashed the game with them. You can place multiple traps in the same place. I think I placed 30+ traps in one spot. This resulted in everything being killed instantly. Second glitch is that when multiple objects kill enemy big slime variant at once (for example 30 traps) then the slime splits into many, many little slimes. Normally it spawns like 4 or 5 so in my scenario it spawned 5*30 slimes which is 150 slimes from every big slime and possibly more.

Another Issue is the balance, someone already wrote a comment about that, so i feel like there is no need for me to type that

Except those things mentioned earlier, it is very fun and enjoyable game

(+2)

Wow, I had no idea about those traps problems, thaks a lot for that. 

In this game I learned a lot of how the balance in the strategic system can help or disturb the gameplay. My team is really lucky for the feedbacks we received, helped in many ways our growth as game devs.

Happy to know you enjoyed it!

(1 edit) (+2)

Fun little game, but sure lacks of balancing :  Since most enemies are melee (excepted the golem that shoots projectiles), I ended the Farm map without losing a single turret.

All I had to do was to fill the rightmost column with cheap turrets, and that was way enough to fill the rest with rocket launchers, and place traps everywhere.

Since rockets are slow, it's very common that the targetted enemies die before the rockets reach them, and so these then land into further enemies, which virtualy increases the range of rocket launcher.

Since the enemy projectiles pierce through everything, placing walls are very punishing : The ranged enemies will stop to shoot them before getting in range of the turrets, and their bullet will penetrate through the wall and all the builds behind.


I also only noticed the wave counter on round 10, I think it'd be good to add a frame for the money/wave indicators.


Hope you had fun making this! :D

Hey, thanks for the feedback!

Yes, we surely had problems with the balance of the game and finishing certain ideas trough the development. Your advice really touches crucial points that we can upgrade the gameplay and player experience.

It definitely was a fun JAM, yes! I had a lot of new experiences and was able to meet really nice people.

Again, thanks for taking your time to write a feedback.

(+1)

Nicely done, love the damage pop ups <3

(+2)

Thanks! Hope you can replay it on the final version ^^

(+2)

Played the new version just now, really a great improvement, nice done!
I would have loved player gun power ups and also the walls blocking the projectiles!
Also I'm not so sure if I was doing something wrong but seems that repair button didn't, if it so no worries, if it does work please write how to use it ^^
Still, great improvement man!

(+1)

Yeah, we planed to have both the gun/turret upgrade and repair system, but with no time left, we focused on fixing bugs and working the money balance.

Thanks for the feedback and glad you liked the game!