Really nice game! I had a lot of fun while playing it and the beautiful design just made it feel super smooth. If there were more levels, I would totally play it!
Thank you very much Zyano, we are really looking foward to release a small but complete game with this mechanic in mind in the future.
If you want to be updated, I'll post things as we do on Twitter (I haven't yet because we are doing other personal projects right now hahaha, but I promisse before the end of the year I'll have something to show :D)
Seriously fantastic job! I really enjoyed this game. Smart design choice on littering the play field with the pickups, it gives the player something meaningful to do while the towers attack. Nice work!
This was really fantastic, a nice idea and wonderful execution. Animations, sounds and responsiveness are stunning for something done in such short time.
Please make this into a fully fledged release, I'd love to sink some more time into it.
Thanks for the feedback LeKnuth! We're start prototyping a full fledged for it. Since we all work full time, it will take some time to finish, so if you are interested, we're going to keep posting news about this on our twitter! Cheers :D
Nice mechanic, but it's annoying that the tower prioritizes the boss while I want it to shoot the little enemies first and then shoot at the boss. Otherwise it seems to target whichever enemy is nearest. However, the player wants it to target the enemy closest to the end of the path.
You mentioned that you're not a good programmer, so here's what the code could look like:
Determine the enemies in range.
Sort enemies into lists (arrays) based on priority (regular enemies or boss enemy).
Attack boss enemy if there are no regular enemies.
Otherwise check which enemy is closest to the exit (check y pos with y pos exits). Then target the enemy closest to the exit.
Note that this only works if the exits are all at the same y position. Otherwise split the list of regular enemies into a list per exit (check if the x pos is equal to the x pos of the exit (probably use a small threshold)). Then check foreach list which enemy is closest to its exit.
I completely agree. We'll adjust the aiming system as it's still not working as intended, and this issue with the boss just makes it worse indeed. We have a similar system as you have mentioned (except in jam spaghetti code), so when we refactor it properly we'll tackle this issue too. Thank you for taking the time to break down a good direction to solve it!
You should make it so the towers target the enemy furthest down the path, it makes speedrunning this game really annoying when your tower just decides not to shoot the enemy.
GUYS! For some reason itch.io is not showing who is donating things to us, but someone donated $5 a few days ago, and now someone donated $20. I don't know what to say, I just want to say thank you so much for both anonymous persons, this means so much to us! You guys are awesome!
Yeee, we are discussing about making it a full game, we are just trying to fit in our calendar, since we both work full time. If you are interested, we will share any news about this on our twitter accounts! Also, thanks a lot for this feedback, it means a lot to us!
I hope you don't get caught too much with feature creep. The simplicity of this game really sells it for me. The tower being the only way to deal damage, while also being the fastest way to move, makes strategy for the game super fun, and pretty tense sometimes. I hope whatever you do, you're able to hold onto that feeling!
Thanks for the updates! I can't wait to see where this game goes!
I loved the artwork!!Not much of a tower defense player, still i finished the entire game. The concept of 'only one' fits perfectly for the game. Having only one tower makes the game very intersting and gives you a sense of rush.
Such a great game! I really liked the concept in the game and it was different to other tower defense games I've played. The art style was very nice and I loved all the characters you've created. Overall a very fun and enjoyable game, keep up the good work :D
I don't know if you've heard of Game Development World Championship before (gdwc2019) but it's a competition for indie game developers where they can submit their games and it's free! It's great if you want some more visibility for the game and it only takes a couple of minutes to join :)
Thanks a lot for this feedback, we really appreciated it! We've never heard about this, thank you so much for bringing it up! We will participate for sure!
This a GREAT Concept I had a lot of fun playing this the only thing I have a problem with is that after you get the party hat you don't get to keep it. I called it jimmy i was sad when it just *poof* just gone.
Yes, a great concept. I don't like tower defense, but this is very stategic and shows a lot of promise. I like the implementation of collecting gems as a risk-reward-system. With more complex level layouts and maybe additional towerbags (now that you are free from the shackles of the theme) this could become a very fresh take on the genre.
Indeed, being free from the theme opens a lot of interesting design space! We are already discussing about expanding this idea into a full fleshed game, if you are interested, we will update this idea on our twitter accounts. Thanks a lot for the feedback :D
Wow this is super impressive. This whole concept is very clever, especially the mechanic where your character speed increases when you are holding the bag makes you decide if you should place the tower down or to keep holding it to collect gems quicker for upgrades.
Thanks a lot! The idea of running faster was funny, we just inverted the speeds to try it out and it worked super well, it's a interesting risk/reward thing :D
Really nice game, the little skull is cute, and the concept is really bringing something new to the tower-defense games. For the further content, it might be cool to have to manage like 2 towers at the same time, each with different abilities, or make a evolving tree for the turret that changes it more, like poison, freeze, multi targets and so on. Hope you guys will continue to develop this game !
Yea! We both loved the concept about having to physically pick up the tower, and we want to expand it to more towers (since this was the Jam theme, we couldn't expand like this haha). But yea, this idea can grow in many different paths, I can even imagine a overcooked-like game about coordinating your team on a tower defense genre. Well, let's see what the future holds for us! Thanks a lot for the feedback :D
Thanks a lot for the feedback! We are start a discussion about expanding the concept in a full fleshed game, but since we both work full time, it will take some months to finish it. Yet, I'll keep everyone here updated! Thank you again for the feedback, we really appreciated :D
Visuals are super crisp! I would love to be able to access the Tower Upgrade by having to press a button within a zone rather than placing it in the center. I often found myself hurriedly trying to place it down to upgrade it while enemies made their way down the lane.
We do believe that this is part of the gameplay loop (upgrades are a risk situation, and you are not always on a good position to do it). Yet, I hear you, with the current polish there are a lot of situations that it just seems bad designed. For a complete version we will rework on this system for sure. Thanks a lot for the feedback!
Great twist on a classic mode. This one has a lot of potential. I could definitely see something like this sitting next to a game like Forager on Steam. The visuals are nice and clean without being too simple. A bit of polish would really make it pop.
In terms of gameplay, the concept is great. I would probably make the level curve a bit smoother. You could also add new ways of obtaining crystals (e.g. enemies which drop crystals but only for a short period of time) and crystals of greater value. I would also like to see a second progression system which extends beyond each stage. One would reset between maps and confer larger bonuses while the other would grant smaller bonuses but would carry between maps. An alternate game mode or optional challenge could turn something like this off.
Finally, the boss fight is a neat concept but it would be cool the boss itself could move around. To that end, enemies (and bosses) should be able to attack the player, damaging your map health. Optionally, giving the player a form of attack separate from the tower would add a lot of depth while keeping the "single tower" concept intact.
I've played a lot of these games - I like what i'm seeing here. Hopefully this feedback reaches you. Ultimately, it's your game and your vision and it's better to nail the core loop than risk feature creep.
This demo shows a strong foundation and I would love to buy the final product.
Thank you so much for the detailed feedback. As the designer I can confirm that your vision of scalability is pretty align with mine. The idea of a permanent upgrade between staged is exactly what I want to do for a bigger version, much like kingdom rush series does.
What we have here is indeed a strong foundation, the boss and the upgrades were a quick way to show this potential but they are indeed lacking polish (short gam jams are hard hahaha)
Again, thank you so much for the feedback, we really appreciate it
The achievement is a funny story. Matheus thought it would be nice to have it in the game, so he stopped everything he was doing at the time (which was objectively more important since it was the last day of the jam) in secret.
Lo and behold, he took a screenshot of the steam achievement UI and pasted our character on top of it.
I was not amused. So I also made him add chickens in the game.
Thank you so much! Our primary goal after the jam is to polish out some ideas and mechanics and see where this will take us. The feedback so far has shown us that there's a lot of room for exploration in the genre. Stay tuned!
Thank you! We were worried the boss fight wouldn't be as exciting since we had a lot of stuff to finish for the deadline, but Matheus did a great job with the boss at the end.
Thanks! I still want to add more visual juice and feedback so it feels even better to shoot, run and defend. Matheus did an amazing job with the design of the game.
Yes! To be completely honest, the targeting is entirely based on proximity. It was the easiest way to do that and we didn't change it until the end. I'll review the code and try to implement a better way for that. Thanks a lot for the feedback :D
A very good game, nice concept and requires strategic thought and decision-making.
For polish: When placing the tower behind the boss it was hard to pick it back up in a pinch, as the vision is blocked. Would love some outlines of the character and tower when the vision is obstructed.
Thanks a lot! We're super happy with the result, we will do some bugfixes and polish in the next few days, but we are considering adding more content to it :D
Thanks man! We loved how the mechanic worked, we are really curious on exploring this mechanic with a regular tower defense (with more towers), it might be really interesting!
Thanks a lot! We are really curious about expanding the concept, maybe with more towers and deeper customization, but first we will do some bugfixing and some UI/animation changes in the next few days.
This is an awesome game - the best I've seen so far! The concept perfectly fits the 'only one' theme, and you managed to pull off a one-tower tower defense game, something I thought wasn't possible. The collecting gems mechanic gives the player something to do whilst the tower is at work, and rewards the player for setting up a tower in a way that requires less movement. The art is really good and the game is overall very polished. The only thing I would say is that the enemies should be a little more varied - either different types of enemies in each wave, or make them move in different directions. There were a few stages where once I had put my tower in place and it was dealing with the flow of enemies fine, I knew that I was going to beat that wave with no more effort - having the possibility of a wave suddenly changing form would keep the player on their toes a little more.
Thanks a lot for the detailed feedback, it means a lot to us! And thanks for being so detailed on the design point of view, my intentions were the same that you described, which makes me very happy hahaha! About the waves, I completely agree! Since I'm not super good at prioritizing stuff, we've added the little hat instead of doing more enemies, so we run out of time at the end, my fault! We're thinking about adding a little more content to the game, so more enemies and better wave distribution might be one thing to add!
Very well made and fun! Me and my partner also made a one tower tower defense, called 'Only One Tower: Defense', but i gotta say this is the better version, very well done guys
Just played your game, super fun! Loved to see that we both had the same idea, but yet, our games are completely different! Loved the way you guys tied the upgrade to the positioning!
Please, please, please finish a full version. Different weapon types for the tower, a couple more enemy types, maybe some terrain and you'd have a super solid little game. Great job!
Thanks a lot for your kind words! We are planning to do some bugfixing/UI changes/Animation changes in the next few days, after that we're considering adding a little more content to it!
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Really nice game! I had a lot of fun while playing it and the beautiful design just made it feel super smooth. If there were more levels, I would totally play it!
Keep up the good work!
Thank you very much Zyano, we are really looking foward to release a small but complete game with this mechanic in mind in the future.
If you want to be updated, I'll post things as we do on Twitter (I haven't yet because we are doing other personal projects right now hahaha, but I promisse before the end of the year I'll have something to show :D)
Thanks for your nice reply! I am excited to see more of your game and will check out your progress on Twitter.
I wish you all the best and hopefully much fun, while developing your game further! :D
Is a good game
Thanks a lot!
Seriously fantastic job! I really enjoyed this game. Smart design choice on littering the play field with the pickups, it gives the player something meaningful to do while the towers attack. Nice work!
Thank you so much, it means a lot to us! :D
This was really fantastic, a nice idea and wonderful execution. Animations, sounds and responsiveness are stunning for something done in such short time.
Please make this into a fully fledged release, I'd love to sink some more time into it.
Thanks for the feedback LeKnuth! We're start prototyping a full fledged for it. Since we all work full time, it will take some time to finish, so if you are interested, we're going to keep posting news about this on our twitter! Cheers :D
Is the download version a longer game or the same as the browser one? Either way i really like this idea!
Same length.
Nice mechanic, but it's annoying that the tower prioritizes the boss while I want it to shoot the little enemies first and then shoot at the boss. Otherwise it seems to target whichever enemy is nearest. However, the player wants it to target the enemy closest to the end of the path.
You mentioned that you're not a good programmer, so here's what the code could look like:
Note that this only works if the exits are all at the same y position. Otherwise split the list of regular enemies into a list per exit (check if the x pos is equal to the x pos of the exit (probably use a small threshold)). Then check foreach list which enemy is closest to its exit.
I completely agree. We'll adjust the aiming system as it's still not working as intended, and this issue with the boss just makes it worse indeed. We have a similar system as you have mentioned (except in jam spaghetti code), so when we refactor it properly we'll tackle this issue too. Thank you for taking the time to break down a good direction to solve it!
You should make it so the towers target the enemy furthest down the path, it makes speedrunning this game really annoying when your tower just decides not to shoot the enemy.
Just noticed there was a bug fix update, I'll test it to see if it's fixed.
Did you change the download to the new version? it says the downloadable file is from 2 days ago.
Yeah, both the downloadabled and web versions should have the fix to the bug you mentioned!
Okay, I will test it out!
Sadly it does not seem to be fixed, the tower prioritizes the enemy closest to it instead of shooting the ones ahead of it.
That's weird. We'll make sure to fine-tune the aiming system until this issue is gone. Thank you for the feedback!
The art is so cute!
Thanks Valia!
GUYS! For some reason itch.io is not showing who is donating things to us, but someone donated $5 a few days ago, and now someone donated $20. I don't know what to say, I just want to say thank you so much for both anonymous persons, this means so much to us! You guys are awesome!
I am in love with this game! I hope you will consider building on this super charming and ridiculously fun concept!
Yeee, we are discussing about making it a full game, we are just trying to fit in our calendar, since we both work full time. If you are interested, we will share any news about this on our twitter accounts! Also, thanks a lot for this feedback, it means a lot to us!
I hope you don't get caught too much with feature creep. The simplicity of this game really sells it for me. The tower being the only way to deal damage, while also being the fastest way to move, makes strategy for the game super fun, and pretty tense sometimes. I hope whatever you do, you're able to hold onto that feeling!
Thanks for the updates! I can't wait to see where this game goes!
Awesome!
Thank youuuu
I loved the artwork!!Not much of a tower defense player, still i finished the entire game. The concept of 'only one' fits perfectly for the game. Having only one tower makes the game very intersting and gives you a sense of rush.
Anyway keep up with the good work.
Thanks a lot for the feedback! Rodolfo did all the artwork by himself, he's super good!
Such a great game! I really liked the concept in the game and it was different to other tower defense games I've played. The art style was very nice and I loved all the characters you've created. Overall a very fun and enjoyable game, keep up the good work :D
I don't know if you've heard of Game Development World Championship before (gdwc2019) but it's a competition for indie game developers where they can submit their games and it's free! It's great if you want some more visibility for the game and it only takes a couple of minutes to join :)
Thanks a lot for this feedback, we really appreciated it! We've never heard about this, thank you so much for bringing it up! We will participate for sure!
That sounds great! :D
This a GREAT Concept I had a lot of fun playing this the only thing I have a problem with is that after you get the party hat you don't get to keep it. I called it jimmy i was sad when it just *poof* just gone.
Not only you'll get to keep the hat, but there'll also be a second tier upgrade in the next patch. Get your party moves ready.
Stop promising things that require programming, I'll not do that!
⁽ᴵ ʷᶦˡˡ ᵈᵒ ᶦᵗ⁾
YAY JIMMYS REBORN!!!
Yes, a great concept. I don't like tower defense, but this is very stategic and shows a lot of promise. I like the implementation of collecting gems as a risk-reward-system. With more complex level layouts and maybe additional towerbags (now that you are free from the shackles of the theme) this could become a very fresh take on the genre.
Indeed, being free from the theme opens a lot of interesting design space! We are already discussing about expanding this idea into a full fleshed game, if you are interested, we will update this idea on our twitter accounts. Thanks a lot for the feedback :D
Hot dang, great idea and execution of the theme! Good luck expanding on this :)
Thanks a lot, we will post future plans on our twitters! We are already discussing about expanding it :)
Wow this is super impressive. This whole concept is very clever, especially the mechanic where your character speed increases when you are holding the bag makes you decide if you should place the tower down or to keep holding it to collect gems quicker for upgrades.
Thanks a lot! The idea of running faster was funny, we just inverted the speeds to try it out and it worked super well, it's a interesting risk/reward thing :D
I regret that I didn't find this game during the voting period, I would've given it 5 stars across the board!
Thanks a lot! Don't worry about this, stars are just for feedback, and your kind words does the same effect on our hearts <3
Really nice game, the little skull is cute, and the concept is really bringing something new to the tower-defense games. For the further content, it might be cool to have to manage like 2 towers at the same time, each with different abilities, or make a evolving tree for the turret that changes it more, like poison, freeze, multi targets and so on. Hope you guys will continue to develop this game !
Yea! We both loved the concept about having to physically pick up the tower, and we want to expand it to more towers (since this was the Jam theme, we couldn't expand like this haha). But yea, this idea can grow in many different paths, I can even imagine a overcooked-like game about coordinating your team on a tower defense genre. Well, let's see what the future holds for us! Thanks a lot for the feedback :D
Thanks a lot for the feedback! We are start a discussion about expanding the concept in a full fleshed game, but since we both work full time, it will take some months to finish it. Yet, I'll keep everyone here updated! Thank you again for the feedback, we really appreciated :D
Visuals are super crisp! I would love to be able to access the Tower Upgrade by having to press a button within a zone rather than placing it in the center. I often found myself hurriedly trying to place it down to upgrade it while enemies made their way down the lane.
Love the concept, great job!
We do believe that this is part of the gameplay loop (upgrades are a risk situation, and you are not always on a good position to do it). Yet, I hear you, with the current polish there are a lot of situations that it just seems bad designed. For a complete version we will rework on this system for sure. Thanks a lot for the feedback!
Looking forward to seeing your changes!!
Great twist on a classic mode. This one has a lot of potential. I could definitely see something like this sitting next to a game like Forager on Steam. The visuals are nice and clean without being too simple. A bit of polish would really make it pop.
In terms of gameplay, the concept is great. I would probably make the level curve a bit smoother. You could also add new ways of obtaining crystals (e.g. enemies which drop crystals but only for a short period of time) and crystals of greater value. I would also like to see a second progression system which extends beyond each stage. One would reset between maps and confer larger bonuses while the other would grant smaller bonuses but would carry between maps. An alternate game mode or optional challenge could turn something like this off.
Finally, the boss fight is a neat concept but it would be cool the boss itself could move around. To that end, enemies (and bosses) should be able to attack the player, damaging your map health. Optionally, giving the player a form of attack separate from the tower would add a lot of depth while keeping the "single tower" concept intact.
I've played a lot of these games - I like what i'm seeing here. Hopefully this feedback reaches you. Ultimately, it's your game and your vision and it's better to nail the core loop than risk feature creep.
This demo shows a strong foundation and I would love to buy the final product.
Thank you so much for the detailed feedback. As the designer I can confirm that your vision of scalability is pretty align with mine. The idea of a permanent upgrade between staged is exactly what I want to do for a bigger version, much like kingdom rush series does.
What we have here is indeed a strong foundation, the boss and the upgrades were a quick way to show this potential but they are indeed lacking polish (short gam jams are hard hahaha)
Again, thank you so much for the feedback, we really appreciate it
Awesome game. Got the achievement on my second playthrough.
Party hat meta!
The achievement is a funny story. Matheus thought it would be nice to have it in the game, so he stopped everything he was doing at the time (which was objectively more important since it was the last day of the jam) in secret.
Lo and behold, he took a screenshot of the steam achievement UI and pasted our character on top of it.
I was not amused. So I also made him add chickens in the game.
True story, I regret nothing!!!
You made the right choice.
I love this game! hopefully you update it to have more levels because you executed the idea perfectly.
Thank you so much! Our primary goal after the jam is to polish out some ideas and mechanics and see where this will take us. The feedback so far has shown us that there's a lot of room for exploration in the genre. Stay tuned!
That's great to hear!
This was so much fun! You guys did an amazing job!
Thank you! This was a lot of fun for us as well. Matheus has a lot of great ideas and I'm really looking forward to polishing the current art style.
Very well done. Boss fight was fun :D
Thank you! We were worried the boss fight wouldn't be as exciting since we had a lot of stuff to finish for the deadline, but Matheus did a great job with the boss at the end.
Very well though out design, very polished implementation and overall very fun! Nice one!
Thanks! I still want to add more visual juice and feedback so it feels even better to shoot, run and defend. Matheus did an amazing job with the design of the game.
appart from the targetting being a bid weird sometimes absolutly wonderfull game
Yes! To be completely honest, the targeting is entirely based on proximity. It was the easiest way to do that and we didn't change it until the end. I'll review the code and try to implement a better way for that. Thanks a lot for the feedback :D
I ran into a bug where the turret was aiming at the enemies (turning to face them) but actually shooting the boss instead. Super fun game though.
Yeap, since we are dealing with literal collisions with this game, I've forgot to reduce the boss hitbox. I'll fix that in the next few days!
Really cute and fun twist on tower defence. The fact that you run faster while carrying it adds a nice risk/reward to getting gems faster.
Thanks a lot, that was the intention :D
A very good game, nice concept and requires strategic thought and decision-making.
For polish: When placing the tower behind the boss it was hard to pick it back up in a pinch, as the vision is blocked. Would love some outlines of the character and tower when the vision is obstructed.
Yeap! We are tracking exactly this problem, as soon as the rating period ends, a new update will be live! Thanks a lot for the feedback :D
So far my favourite game of the jam. So polished
Thank yoooou <3
Best game in this jam, i love de the concept, good job man!
Thank you so muuuch, it means a lot to us :D
This concept is great! An original spinoff idea woven into a clever game.
Thank you so much! It means a lot to us :D
this game is awesome, original and fun, you should keep developing this
Thanks a lot! We're super happy with the result, we will do some bugfixes and polish in the next few days, but we are considering adding more content to it :D
Such an amazing game. You should definitely expand on this mechanic. Good job!
Thanks man! We loved how the mechanic worked, we are really curious on exploring this mechanic with a regular tower defense (with more towers), it might be really interesting!
The whole thing was suuuuper-fun. This could be a gigantic game with a large campaign. I'd even be willing to write music for it.
Thanks a lot! We are really curious about expanding the concept, maybe with more towers and deeper customization, but first we will do some bugfixing and some UI/animation changes in the next few days.
This is an awesome game - the best I've seen so far! The concept perfectly fits the 'only one' theme, and you managed to pull off a one-tower tower defense game, something I thought wasn't possible. The collecting gems mechanic gives the player something to do whilst the tower is at work, and rewards the player for setting up a tower in a way that requires less movement. The art is really good and the game is overall very polished. The only thing I would say is that the enemies should be a little more varied - either different types of enemies in each wave, or make them move in different directions. There were a few stages where once I had put my tower in place and it was dealing with the flow of enemies fine, I knew that I was going to beat that wave with no more effort - having the possibility of a wave suddenly changing form would keep the player on their toes a little more.
Thanks a lot for the detailed feedback, it means a lot to us! And thanks for being so detailed on the design point of view, my intentions were the same that you described, which makes me very happy hahaha! About the waves, I completely agree! Since I'm not super good at prioritizing stuff, we've added the little hat instead of doing more enemies, so we run out of time at the end, my fault! We're thinking about adding a little more content to the game, so more enemies and better wave distribution might be one thing to add!
![](https://img.itch.zone/aW1nLzIzNjYyMTYucG5n/original/ucRzvL.png)
I've just noticed that I've spelled "right" in the wrong way, but I'll not fix it, I'll leave it there so I can learn from my mistakes.
Very well made and fun! Me and my partner also made a one tower tower defense, called 'Only One Tower: Defense', but i gotta say this is the better version, very well done guys
Just played your game, super fun! Loved to see that we both had the same idea, but yet, our games are completely different! Loved the way you guys tied the upgrade to the positioning!
Please, please, please finish a full version. Different weapon types for the tower, a couple more enemy types, maybe some terrain and you'd have a super solid little game. Great job!
Thanks a lot for your kind words! We are planning to do some bugfixing/UI changes/Animation changes in the next few days, after that we're considering adding a little more content to it!
This is extremely good! I could not stop playing and I hope you'll continue working on the project!
Thank you so much, this kind of feedback make us really excited to continue working on it!