keyTD by foolmoron
keyTD is a keyboard tower defense game
Tap the keys on your keyboard to damage enemies that are passing over the keys.
Upgrade your keys between waves to fight off the increasingly difficult enemies.
Supports QWERTY, AZERTY, Dvorak, and Colemak keyboard layouts!!
PLEASE USE FIREFOX OR IE! THE WEB PLAYER DOES NOT WORK IN CHROME!
Sorry for only having the Web Player version... I tried the WebGL export for a while and it kept crashing : /
Tap the keys on your keyboard to damage enemies that are passing over the keys.
Upgrade your keys between waves to fight off the increasingly difficult enemies.
Supports QWERTY, AZERTY, Dvorak, and Colemak keyboard layouts!!
PLEASE USE FIREFOX OR IE! THE WEB PLAYER DOES NOT WORK IN CHROME!
Sorry for only having the Web Player version... I tried the WebGL export for a while and it kept crashing : /
Ratings
| Coolness | 51% | 3 |
| Overall | 3.81 | 94 |
| Audio | 3.12 | 326 |
| Fun | 3.88 | 53 |
| Graphics | 3.02 | 576 |
| Humor | 2.88 | 450 |
| Innovation | 4.60 | 2 |
| Mood | 2.94 | 543 |
| Theme | 4.33 | 16 |
I just added a bunch of downloadable versions of the game, and a webGL version that is kinda glitchy. I hope this covers everyone though!
Awesome work!
I never thought I'd be giving a tower defense game 5/5 for innovation, but here we are.
I actually had to stop playing from getting tired of mashing buttons. If there were a playstyle that encouraged quick reflexes and hitting the right keys at the right time, i'd be physically capable of playing longer. And I want to play longer.
I found your game only from Newgrounds, so you should have a link there leading to this game. Other than that, it was a well thought out game. Although it did take me quite a while to get accustomed to.
This is a really innovative twist on a classic, and it's a blast to play once you figure it all out. The interface is smooth, the sounds are crisp, and the visuals are consistent.
I got to Wave 31 and could've played longer but I need to save my hands for work!
I'd like to read a post-mortem about how you handled wave progression and balance issues because I never felt overwhelmed or super over-powered (aside from being able to super tap spacebar when maxed out to kill just about any lone enemy). I wanted to see if it was possible to get super far by avoiding a certain upgrade type, so I skipped over the charge/hold key type and was able to progress smoothly. Speed mashing seemed like a better strategy for me, too.
The PUSH KEYS. OH MAN. THE PUSH KEYS. That's a really awesome idea and it totally makes the game. Without them, it wouldn't be nearly as fun. Good job on that.
The best TD I've played so far and actually one of the most fun games AS A WHOLE thus far.
I quit after wave 35 because of time constraints. And my wrists were hurting. =P That's intense! Cycling through the waves of abstract enemy types was great. It was cool that you had support for a bunch of different key layouts, too.
I love the minimal presentation. Everything's clean and nicely tweened, upgrades are shown with simple color. The layout's attractive, there's great feedback when you hit keys. It seems like you probably spent a lot of time polishing.
The sound is entertaining, with the key clicks and little laser sounds.
I never really used the area-of-effect upgrades. They weren't powerful enough for the cost of occupying a finger and locking out a bunch of other random keys on the keyboard (the '90s shareware local multiplayer problem).
The disabled keys could've used a more obvious indicator that they'd been destroyed. In the heat of battle I usually couldn't spot them, only at the end of a round.
The round should probably end after the last enemy dies, too; killing a boss early meant you just had to wait out the 10-15 seconds left on the clock.
But I really, really like this entry. Excellent work.
Visually I think one thing that could help is to highlight keys that can be pressed once the enemy is in range.
We share the similar concept with LD32 entry.
Like your idea that use keyboard input as action selector.
Congrats =)
I think the first few levels felt the best, before the button-mashing reached an exhausting pace. I wish there were some notion of accurate presses to reward precise key actions instead of always spamming. It also felt a little awkward holding an Area Blast button while spamming other keys with my other fingers; I ended up not using Area Blast much at all.
Still, the tower defense game mechanic at its core was really fun. I would've kept on playing if my hands weren't so tired, but I had to stop at Wave 14. Bummer.
Side note: The windows build didn't register key presses correctly for me (I spent way too long wondering what I was doing wrong), although the webGL version worked perfectly.
I feel like some of the effects are pretty useless. The ones where you hold, for instance. If I can do several hits in the time I can hold a key, I don't see the point holding the key (especially since my keyboard doesn't allow you to press too many keys simultaneously).
Also, the waves didn't get harder, they pretty much got easier as I got more money per round, and I just had all arrows pointing to the centre of the keyboard for the whole game then gradually built up red keys from space up to T/Y. The only time I had to repair in the whole game was when I accidentally clicked on a slow loading application and had to wait for the program to pop up before I could tab back to the browser and keep going. So.. I think some balance is needed to stop it from being too easy. Nonetheless, it was fun to upgrade everything. It'd be nice to get a couple more effects.
The initial UI and explanation could be prettier and better explained too I guess but generally a great effrot and one of the best games I've played this time around.
Nice one.
The audio and visuals do a great job of servicing the game and never getting in the way. The presentation feels really focused on delivering the gameplay.
As far as the gameplay itself, this definitely offers a new perspective on the tower defense genre and I think it works out really well. I understand the decision to move away from the usual auto-firing towers, but it felt very button-mashy on the whole. I think I would have preferred a stronger penalty to using keys over and over again maybe a cooldown or something in addition to the keys breaking.
Very enjoyable game, I definitely think I'll revisit it from time to time.
After two or three waves I stopped trying to snipe the enemies and just started to wail at the keyboard aimlessly
I won't rate it, but from what I saw the graphics of when you press a key were nice, and typing stuff in the menu was fun too
I can see a game like this being able to become a bigger game, if that's something you're interested in. Some waves coming only from the left or right would give the player even more decisions, and you could even do bizarre things like disable the bottom or top half of the keyboard for certain levels, encouraging the player to spread their most valuable keys out. Enemies immune to numbers, enemies immune to consonants, there are lots of ways you could add to the game, if you wanted.
Great style, great audio, great idea. Pretty much great all round!
The other week I was telling you how I could see the game being cooler with other graphics, like tile-based stuff or something. After playing another few rounds (currently at wave 20 btw) I feel like it's fine the way it is, in fact if anything, I would suggest a simpler, sleeker look. The enemies could definitely be cooler looking, but I found myself looking at the keyboard to "realign" my hands during furious button mashing sessions.
It's always tough to gauge the balance of tower defense games, but I felt like this was extremely well balanced. I never felt like the waves were way too tough, but I also usually felt a lot of anxiety, which I think is the point with TD games :)
The audio is good, the mechanical keyboard sounds are over the top on my tower because I have a mechanical keyboard, but I love the audio on my laptop.
I feel like cool geometry-wars style particle effects would have pushed the graphics from so-so to amazing! You should definitely practice that kind of thing because I feel like if you could do them well and quickly, the payoff on your games would be enormous!
Anyway, great work as usual! You did a great job adapting the theme into a mechanic (which I feel was really tough this jam) instead of just making a game with a character that has a goofy weapon.