This is a tower defense game in development.

You play an (arguably) evil  overlord just minding your own business when a bunch of heroes with nothing better to do start laying siege to your base. 

Build and upgrade various towers on a grid of hexagons to lead the heroes around and create the ideal death-trap!

This is a hobby project, any comments or feedback are welcome and appreciated :)


Goal:

Heroes will spawn in waves from the red tile with a circle, and try to get to your purple 'base' tile. Your goal is stop them by building towers that shoot them, or have other effects that lead directly or indirectly to their deaths.


Controls:

To place a tower you can either:

  • Drag it from the menu to a position you want it.
  • Click on it in the menu, then click the build button, then click where you want it.
  • Double click its icon to place multiple tower without having to go back to the menu.
  • Hold its hot-key (visible when you click on its icon) and then click where you want it.

To upgrade a tower click on it, then in the menu to the right select any light green hexagon to see a description and cost, buy it via the button or with double click.

Use the buttons in the bottom left corner to start the game, increase the speed, or automatically start waves.


Other info:

You earn xp by beating enemies, this goes to both your player level, as well as tower levels. 

When towers level-up you can unlock more upgrades for purchase.

All xp earned by towers is divided over all current towers, for example: You have 2 Archers and 1 Kobold, when you kill a hero worth 30xp, the Archer tower earns 20, and the Kobold 10.

A tower can have at most 8 upgrades purchased. Try to find the best combination!

Unlocked tower abilities can be used by double clicking the tower.

All tower, map, and difficulty unlocks are permanent.

StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorCatagami
GenreStrategy
Made withp5.js
TagsComedy, Hex Based, Indie, Monsters, Top-Down, Tower Defense
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

Development log

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Comments

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(+1)

i just lost my save data, had a bunch of stuff unlocked too (first page of maps bet on hardest difficulty) grinding to get back to what i had will take forever if i can't remember the tower placement and mods i used, next time i'll frequently download my save as a backup

btw, the bottom right map on the first page of maps won't show the clear emblem (the map that's a big empty space)

how do i upgrade mods?

In the mods menu, if you have 2 of the same mod you can push the arrow to the right, and get 1 of a higher tier.

i meant how do i unlock the higher levels for the mods

Ah, each mod is connected to a specific map, you can see which one by clicking on details, beating that map on easy/normal/hard/hextreme will unlock tier 2/3/4/5.

I know i should make the information somewhat more clearly available. (I'm really bad at menus and the like)

(1 edit)

they all still say locked for me, i have beaten whirlpool on easy and normal, but the mod that map is linked to still has tier 2 and 3 locked

Should be fixed now

just a suggestion, but i'd like a way to reset game data, because i got a glitch and can't unlock any stages, no mater how many maps i beat

(1 edit)

I'm gonna look into finding out why this is going wrong, and adding a reset option. For now, as a bit of a hacky solution you can try downloading a fresh savefile here: https://drive.google.com/file/d/1kHeQhHQ5HCSxbu_9A9cBOzrIFfFxbmPA/view?usp=shari...

From the main menu > other > restore save, you should be able to reset if you select this file.

(I was able to reproduce the issue on live, it seems it will keep happening, i will try to fix this asap. Thanks for bringing it to my attention)

how do i get access to the other maps?

If you clear a Simple map you unlock Avarage, clear an Avarage to unlock Complex, clear Complex to unlock Evil.

well, i cleared a simple and unlocked evil

Sorry for buggy mess, i though i had most of the gamebreaking stuff out by now.

Any chance you remember which map you played that broke the unlock stuff? Also did all evil maps unlocks and nothing else?

(1 edit)

it was the pompeii map that i bet, and it was just all the evil maps that unlocked

update, it happens whenever i beat any map

(1 edit)

The bug should be fixed now.

Sorry it took a while, and thanks for letting me know :)

(it should not be necessary to reset data for the unlocks to work properly)

(+1)

Great implementation of classic TD!

Really enjoyed the tower upgrade system and design. They're quite thematic and interesting, especially how they change quite drastically depending on upgrade path. The flavor text is also pretty good.

I would play the s*it out of this if the planned meta upgrades were just as interesting as the tower designs.

My main gripe with this game is the lack of info: how big is the kobold bonus? Which towers are buffed by the kobold ability? How much burn does the first flame effect upgrade give vs skipping to the second one? How much health does the spider web have? etc

Also, it really should be mentioned somewhere that lava turns into walkable but un-buildable tile when the wyrm dies.

Finally, a "bug" with the spider (ba-dum-tsss). The web doesn't become larger after range upgrade until the previous web is destroyed. 

Great game, can't wait for updates!

Thanks for playing, and thank you a lot for the feedback!

I'm glad you enjoyed it :)

The lack of info was originally intentional, I thought the since the game is quite stat heavy it would be more accessible if I didn't show those too prominently, but I got this feedback back from a friend I forced convinced to playtest for me as well, so I am now thinking of how to make it more clear.

Right now I'm thinking to start with adding additional upgrade text that explains directly what everything does, numbers and all, and add a option to show either Direct, Flavor, or Both.

Later I might add something to show all current stats for a tower, but that is slightly more work, so on the back burner for now xD.

The Wyrm was a rather dumb oversight yeah, added a quick sentence about it on dev build. Gonna take a look at the spider web as well.

As for the meta upgrades, I hope they'll work out well, as of now my ideas are still rather uninspired.

Seriously thank you so much for taking the time to give feedback! It's super valuable since I don't really have any playtesters, and my own experience turns out to be a bit skewed.

(+1)

Happy to play test, and thanks for making the game.

I think the stats thing is a question of audience match. There's a specific type of player who likes convoluted TD games with minimal graphics, and I think those players are also the same ones who are not afraid of number crunching.

Also, another feedback.

I like the idea that barriers can be bought for cheap in bulk, but because you can easily buy / sell barriers for free, on many maps, playing harder difficulties, the only way to win was to create two long paths, and buy/sell barriers alternating which one led to the exit. This strategy can basically beat any enemy in the game, but is super tedious, essentially "optimizing the fun away". I think a potential way to fix this is to make selling the free barriers return negative money. (Free to buy, but pay to demolish)

The problem will probably be better, once meta upgrades make it unnecessary to do this on harder difficulties.

You raise a good point there.

I might expand on your idea a bit and add a global flat sell transaction cost, that way the same issue won't arise if you get other towers very cheap via buffs or later via meta upgrades. But I wonder if that is the best solution, juggling is a valid/preferred tactic for some type of players, so I don't really want to erase it entirely, but it should definitely not be the immediate goto, or only way to deal with the game, especially before hitting freeplay.

Another thing that is currently partly in the game is a rage mechanic, if a hero is alive for more than 100 seconds, it start to apply a 10% movement force buff every 10 seconds, this somewhat counteracts infinite cc setups. I could add some speed buff to that as well, that should at least stop players from being able to juggle indefinitely.

Can I ask from what point on this felt like the only real way to play? My intention was that at least Simple and Average maps, on Easy and Normal are playable in a ... normal way. 

(+1)

I felt this was necessary with hard difficulty.

I didn't notice the rage mechanic. I did notice that the berserkers were going at pretty crazy speeds, and juggling them required a snaking path, where they would constantly hit the snags.

Easy / Normal was doable without juggling. I needed to juggle at the start for Hard on maps where there wasn't a built in maze.

I can imagine not experiencing the global rage mechanic, since heroes being alive for more than 100 seconds is kind of an edge case, and even after that it takes a while before the buff stacking makes it noticable.

The berserkers have their own rage mechanic on top of that, going up to a 4x speed once their hp reaches 25%, at that point they are really running mindlessly into walls a lot. (I initially had them scale up to 10x speed at 10% hp, it was crazy).

I have noticed that the berserkers tend to be a bit of a jump in difficulty. For now I think it's fine, but depending on how things go I might give them a small nerf.