game is so addicting, loved it.
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THIS PLACE IS OURS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #46 | 3.870 | 3.870 |
| Enjoyment | #110 | 3.843 | 3.843 |
| Audio | #239 | 3.426 | 3.426 |
| Overall | #283 | 3.418 | 3.418 |
| Visuals | #374 | 3.630 | 3.630 |
| Innovation | #476 | 3.037 | 3.037 |
| Theme | #807 | 2.704 | 2.704 |
Ranked from 108 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The theme is mainly about the visuals of the game and units, you are controlling a strange colony being invaded.
What code and assets did you not make from scratch during the jam (if any)?
Icons from asset packs, that's all.
Everything otherwise is from scratch (code, musics, sfx, 3d models)
How many people worked on the game?3
Comments
I spent way too much time trying to get past wave 9 but even though I figured out more how the game works, I didn't manage. Not quite sure how the cards from the shop work as purchased buildings don't seem to show up in my bars. Very polished game!!!
Update: Couldn't leave it be. Figured out how it works. Made it to 20.
craazy, absolutely enjoyed playing it although I wouldnt say it fit the theme that much..
Great sound effects and satisfying hit impact! It’s a super addictive resource management tower defense.
- Progression: It’d be better to separate in-game traits from meta-progression. Mixing them loses that "Vampire Survivors" feel of building a run. More diverse in-game upgrades would add a lot of fun.
- UX Logic: The building flow is a bit unintuitive. I shouldn't have to go through a specific unit’s menu just to build a mine for a resource I’ve already unlocked.
- Strategy: As a TD game, player agency feels a bit limited. Right now it's mostly just placing barracks and watching. Adding more active tower defense elements would really level up the gameplay.
One of the jam’s strongest entries. A clever and really enjoyable spin on tower defense. Great job!
even tho i cant get past wave 5 (idk if its the game or myself, but ive heard that it is a difficulty to balance it), this seems like an interesting concept for a tower defence game, however it heavily depends on luck for getting resources... the gear shop is a nice addition to make things a bit more easier. what i will say is that when u can choose an upgrade, make it more clearer if it unlocks a resource or some sort of blueprint. overall, i can really see the potential and theme from the sci-fi appearance and i can interpret trial and error.
Great take on tower defence genre. Reminds me of mindustry unit production and the visuals and permament upgrades remind me somewhat of risk of rain 2. It also seems visually that you control an alien faction while being attacked by more human-like machines?
Crazy good gameplay for a jam game! I had fun playing through a few runs, and seeing all the potential upgrades. Good work!
Very good gameplay, fluid and efficient. The visuals and overall finish (tutorial, hud, etc.) are also excellent for a game made in a week. Well done
Fun entry with a lot of potential! The only frustrating part is "wasting" upgrades for units I can't build.
Okay, this is very cool. Simple yet effective visuals, fitting sounds, a lot of actually pretty complex and thoughtful mechanics for a game jam. Pretty fun tower defense game, I enjoyed it very much! Good job! :)
It's really cool! I'm surprised by the amount of content the game has, and it all feels well made. I think adding particles when placing a tower/killing enemies would help a lot, also having more feedback when getting an upgrade would cool, overall its a very solid game!















It gets repetitive after wave 20
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