Real Time Tower Defense by rigdonware
IMPORTANT: To move the camera click and drag with the right mouse button To move units in RTS mode, box select the units that you would like to move and right click on the target destination. The destination must be on the path or the enemies tower. You can remove the RTS movement with the checkbox no the bottom right of the screen while playing. Be sure to start the game off by having your scout gather resources
Gather resources, build turrets, and unleash an army to defend your tower from the enemy.
You will be given one Scout to begin. You are only allowed 3 Scouts in total Left click on the Scout to select him and right click on the material you would like him to gather. Resources will be used to heal your tower and build turrets to defend your tower.
To build turrets you will use the keyboard numbers 1, 2, and 3. Press which turret you would like to build and select a placement area on the map. Just make sure you have enough resources!
Killing enemies will reward you with gold. Gold is used to recruit your army.
| Windows | https://drive.google.com/file/d/1F9t9Jie5KEBdThKk3gwvpHxe8T4HwXNd/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/41/real-time-tower-defense |
Ratings
| Given | 7🗳️ | 3🗨️ |
Edit: Oh, one more thing, your link says "Windows/Mac/Linux" but it's Windows only.
It was quite rare I was in the position to use the units and the towers together, which is probably the most interesting part of the gameplay. Sometimes I wanted to retreat units, but that didn't seem to be supported, which makes sense for tower defense style gameplay, but takes away from the strategy available to the player. In general though, since the enemy units didn't get any stronger, while your fortifications constantly improved, there was very little in the way of challenge once you got a few towers in place.
The one thing I felt like this game could use was some sort of reliable aoe attack. Maybe something with light emission to take advantage of the decision to use 3d assets. It feels like you aren't getting much benefit over using 2d sprites with them. Maybe some muzzle flashes would help along those lines too.
Speaking of which, the setting feels confused. You have two types of soldiers robots(?) and autonomous defense turrets, fighting over medieval castles. The other side could arguably all be creatures summoned by a wizard. In a way it fits with the blending of the tower defense and RTS genres, but it doesn't seem to tell a cohesive story.
It's a shame to not have any audio for this game. It feels like a little generated gunshot pop sound effect would go a long way in this game given how many things are constantly firing, but it might be tricky to keep the cumulative volume under control with all the overlapping units firing simultaneously.
Overall it's an interesting idea, with decent execution, but rather lacking in gameplay.