Friend of Tokyo by cdata
This is a JavaScript-based browser game. It has been tested in Firefox and Chrome, and on a few iOS and Android devices. I hope you like it!
Ratings
| Coolness | 52% | 3 |
| Overall | 3.16 | 274 |
| Audio | 1.50 | 562 |
| Fun | 2.98 | 297 |
| Graphics | 3.64 | 128 |
| Humor | 2.34 | 422 |
| Innovation | 3.51 | 111 |
| Mood | 2.45 | 539 |
| Theme | 3.60 | 189 |
I haven't figured out anything deeper than (1) pick the row with the tallest things, (2) mow it down. Good potential.
Might be a nice touch to show the monster eagerly waiting behind the scenes while you are looking over the board.
As far as winning or losing is concerned, it is a puzzle game (a la Bejeweled or Tetris). This means that your goal is to get the most points (there is no 'end'). Losing is inevitable, and happens when the game field overwhelms you at some point. The bars at the top left mark how close you are to losing, but it isn't especially clear that this is the case.
This also underscores the need for some kind of high-scores list. It is a small feature that would have added a lot to the game. Thanks to Manuel for that suggestion :)
Regarding George's comment, I wanted to inject more strategy into the choice of lane, but sadly ran out of time. My plan is to make it so that after the fourth building of a giving color that you hit in a row, you change direction. This opens the possibility of getting combos of 5 or more buildings much more likely. As it stands, it does feel very whack-a-mole-ish. I am inspired by your encouragement to improve the game after judging is completed. Thanks!
I should also suggest as an incentive that there are three potential endings to the story that you can reach based on how you lose, for anyone who is interested in that stuff ;)
I think that idea has real potential in a puzzle game. What would be cool is if the different coloured bars had direct effects within the game; like too much Red meant little military units attacking your monster, too much Blue meant commercial gain so buildings built quicker... something like that. A full version would be worth a purchase on the app store!
@SecondDimension: Thanks for the feedback - I really like your idea regarding the visual effects of a certain sector getting too powerful, and I am glad you enjoyed the mechanic.
@pythong: Strictly speaking, the game difficulty increases linearly every ten rounds. It is possible that this is too slow for most players to notice. To answer your question: yes, "increased difficulty" in this case means that towers grow and respawn more rapidly.
Nice graphics!
Could be a little more challenging though..
Add some cute crash and scream sounds and you will improve the evil feeling :)
add a way to win the game and some strategic elements, that people have to think more about the next move and it will be the perfekt pause game like minesweeper or solitar. ;)