Manic Tower by Ashtrail
LD 41 : Two Incompatible Genres -> Bullet Hell + Tower Defense
The goal is to kill the boss. There are three stages and in between each you have to place two turrets. BUT these are enemy turrets, they make the game harder. The shield blocks your shots only, the turrets shoots bullet that hurt you and the warper screws up your speed. All of that is perfectly intended behavior :). You just get too chose what kind of pain you want to experience.
The game isn't actually that hard once you figure out turrets combination and the way you're supposed to play it. Good luck !

(if you don't get the title it's a bad pun -> Manic Shooter + Tower Defense)
Basically a personal rendition of touhou with the TD twist.
Initially a Compo game but I ran out of time so I basically did all except the music. At the moment it is generated from a webiste but someone is supposed to send me a real track a bit before the deadline so we'll see. This was my 2nd Ludum Dare (ever and in a row).
EDIT PRE DEADLINE : Music done by Sheila Heady - sheilaheady.com BUT FOR SOME REASON ITCH.IO STILLS PLAYS THE OLD GENERATED MUSIC, WHY ITCH.IO WHY OH GOD I'VE REUPLOADED THIS ZIP THREE THOUSANDS TIME BY NOW !!!!! (You should get the real music if you download the file though >_<)
EDIT 2 POST DEADLINE : I finally updated the correct version to itch.io (it was made pre deadline so it's all good don't worry), so you can hear the good music and see one of the bullets that was printed on the wrong layer and therefore invisible (which isn't great for a Bullet Hell)
| HTML5 (web) | https://ashtrail.itch.io/manic-tower |
| Windows | https://ashtrail.itch.io/manic-tower |
| Linux | https://ashtrail.itch.io/manic-tower |
| macOS | https://ashtrail.itch.io/manic-tower |
| Original URL | https://ldjam.com/events/ludum-dare/41/manic-tower |
Ratings
| Overall | 1003th | 2.981⭐ | 29🧑⚖️ |
| Fun | 860th | 2.981⭐ | 29🧑⚖️ |
| Innovation | 992th | 2.833⭐ | 29🧑⚖️ |
| Theme | 895th | 3.135⭐ | 28🧑⚖️ |
| Graphics | 894th | 2.926⭐ | 29🧑⚖️ |
| Audio | 574th | 2.958⭐ | 26🧑⚖️ |
| Mood | 1006th | 2.685⭐ | 29🧑⚖️ |
| Given | 26🗳️ | 34🗨️ |
I understand what you say about the shooting but it seems important to be input based to me for some reason, I advise the following (and comfortable) set up : shoot on space, shift on shift and movement on arrows and you won't have any finger overlapping ;).
I feel like the player bullets should maybe be faster, it feels weird to move and have to wait a seconds for the bullets to catch up. I don't really play bullet hells, but I believe they usually make your attack able to be upgraded? that would've been good to see.
The anti-tower-defense mechanic is interesting, but feels a bit weird, because I don't know why my character would want to help the boss?
On the topic of the boss, it would've been cool to see him do different attacks in the different stages, instead of just more of the same ones.
In terms of art, a little bit of animation on the characters and making the background scroll to look like you're moving would've made it look much more alive.
For audio, there weren't really any sound fx besides when those fruit bombs pop, it really could've used sound effects for shooting and hitting.
The idea is cool, and the main bullet-hell mechanics work well, I never felt like the hitboxes were unfair. Could just use some polishing around the edges.
Character control feels smooth. The music is a bit noisy if heard with headphone.
Overall, good game. Keep up the good work.
The concept of creating and placing objects against myself is fucking cool! I really enjoyed that part of the game!
I have also some suggestions for overall improvement, things that you can do without much effort and that would help the game a lot, for example, you could make the background much more clear, it would make the game more readable, also you could try to match the player sprite closers to the hitbox size, having the hitbox a little bit smaller is great, but right now I feel like the gap is too big. Another feedback that could improve the game is that right now the game is too punitive, you could create some system to give the player a second chance to re-engage the game after getting hit by a shot.
Overall nice job! Keep up the good work!!!
@GiovanniBarrottu I guess the bullets could be quicker yeah. It's true a lot of SHMUPs have upgrades but I wasn't really interested in this for this game since it's only one boss fight and also I like the idea of skill being the only scaling in easiness. The player doesn't want to help the boss ^^ think of it as you as a player get to customize your difficulty. Agreed for the boss' attack but I only had so much time, her patterns get harder every time tho (more bullets, less shooting interval). I could have added a scrolling background but I didn't want to attract too much of the player's attention with that, I just patched up a background in 5 minutes that wouldn't make the player's eyes bleed too much :P. I agree for the animations but time limitation again. For the SFX it's the same than for the background I tried to put them only if they had actual info in them (you're hitting the boss, you die or a bomb pops) otherwise you'd be drowned in a PEW PEW PEW sound soup. It could definitely do with polish, especially the graphics that are all over the place and all scaled at different size making a bit of a weird mix. I did try to make it out so it didn't seem unfair (adding the slow mo hitbox overlapping on death) so I'm glad it worked.
@TQV5964 as previously mention I guess a bullet hell + tower defense that help you might be interesting but it wasn't the concept for this game as I personally don't like adding anything to help the player in this kind of games.
@lukbebalduke thanks for the feedback, you gave a lot of good ideas that never crossed my mind. I thought a darker background would be more readable but I should try with a clearer one and see how that works out. Yeah the player was supposed to be much smaller but then the pixel art was all weird (I did the art very fast, it's the part I'm the least pleased with). In another context I would've made each stage harder and when you die you go back to the beginning of the stage and not the boss, but with the jam I only had time for one boss and I think it makes a neat little challenge. I realized that when you prioritize which bullets to avoid and which tower to place at each stage the games gets pretty easier but it does require to play it a few times. Btw I'm really hyped to play your game I just have to get my motivation and go through a windows session of playtesting (working on a mac).
I think I'll do a 'remastered' version of the game (same mechanics and game) but with a bit more content and polish. I shouldn't be changing anything to the jam game since it's not broken and I'd rather go full on the better version.
From an aesthetical standpoint, the graphics are good, as well as the audio which is well above LD standards. All in all, congrats for that pretty neat game !
This really captured me though, as it was around the same skill level I have for bullet hells.
I completed it on my second try and my heart rate shot through the roof. I had a fun time!
Have an awesome day!
// Rasmus from @LiquidBrain
I think the problem of the graphics isn't actually the pallet (which I do use) but the pixel scaling isn't consistent and the art style either. I did it quickly with a mushy brain and when I realized the problems it was too late to change.
Glad you had fun and thanks for the feedback !
Actually slow mo is really easy to do in Unity it's like 3 lines of code in a coroutine, it's a cheap and easy way to show the player his death was actually fair. And I guess I'll be using Quicktime next jam then.