Help Wanted by Snowdrama
The Zombies are coming and they are hungry!
Everyone has to eat, even the zombies in the zombie apocalypse! But Brains aren't on the menu today, they want fresh cooked Steak! Unfortunately zombies are an ANGRY sort. Maybe they just have low blood sugar today but they are on a rampage, and they are on their way to your store! I mean where else are they going to get subs like the Meatballer or, your signature sub, the Number 911? Cook up some delicious face stuffing "Sub" Machine Guns and stop the zombie horde from destroying your shop!
Controls:
WASD or Arrow Keys to move the player
Q and E to rotate the camera
Mouse to click on various buttons in the UI, and on chairs to place turrets.
Credits:
@snowdrama - Programming
@arc1llusion - Programming
@rot-god - 3D Models/Programming/Stuff
@danieljmus - Music
MaxxMakes - Food Icons
Screenshots

Ratings
| Overall | 751th | 3.31⭐ | 23🧑⚖️ |
| Fun | 815th | 3.048⭐ | 23🧑⚖️ |
| Innovation | 446th | 3.524⭐ | 23🧑⚖️ |
| Theme | 432th | 3.786⭐ | 23🧑⚖️ |
| Graphics | 840th | 3.048⭐ | 23🧑⚖️ |
| Audio | 474th | 3.175⭐ | 22🧑⚖️ |
| Humor | 337th | 3.333⭐ | 23🧑⚖️ |
| Given | 31🗳️ | 4🗨️ |
@ostoru I have to do some balance fixes, the first round is kinda hard, try a Number 911 to slow them and 3 Sub Machine Guns, that seems to work for me. Also make sure to have one tower near the counter to make sure if any get through you can kill them while they stand there. Finally The Meatballer blocks paths, consider building them and blocking the far left and right areas, look for places that have chairs near narrow walkways.
I like the humour and the music was great. The UI could use a little work, but understandable with the time constraints. Awesome job!
We played with the idea of making the enemies stronger over time, but more or less ran out of time trying to balance them. I'll put in more timed waves next time too :)
But yeah, once you get past the first wave it's pretty easy!
@sanjeev Yeah I definitely agree, I'd still have some catch up waves, but like every 2 waves is a bit much, if there was more time, and more waves, I'd say like auto start every wave except like every 5, having the untimed waves was to help with planning so instead of cooking in a panic, you could strategize but yeah I agree, going "OMG I ONLY HAVE 20 SECONDS AND I NEED 4 more towers!!!" is much more exciting then casually cooking towers and starting when you want. Maybe even have all of them timed but some be like 1 minute vs 20 seconds.
As @arc1llusion mentioned, we had planed to make enemies get stronger over each wave, and there was also talk about having the turrets have some kind of ammo so you'd have to re-fill or replace them over time which I think would have been cool.
Thanks for the feedback both of you!
Also Which version were you playing? Most versions(Though I think I clarified more in later versions) had a Instructions screen that mentions that you place the turrets on the chairs in the controls:

It's possible that this also had a scaling issue making the text difficult to read. I agree something with more details would be useful but a lot of this was added in with under an hour to go.
A pretty solid tower defense game, but I felt it's a shame that the cooking/crafting aspect is detached from it in-between waves. Having to cook quickly while zombies come in would add a lot of tension.
The art is cute, but there's no real colour scheme I can pick up on. The UI elements of text in grey boxes feel a little under-designed, but they do the job. If you were going to dfevelop it further, that's where I'd look for improvements (along with turret placement indicators).
Nice one!
Another thing that was not obvious is where the zombies would walk. The first time I played they walked through the center, which I didn't realize they would do. So next time I put all my turrets in the center, and then on wave 2 some walked on the left side.
I feel like you could have done more with the cooking mechanic. At the moment, cooking feels functionally equivalent to clicking a buy button, except with extra steps. One option would be for enemies to drop ingredients instead of money. I'm sure there's lots of good possibilities to make the cooking mechanic more relevant to the gameplay.
So the game isn't perfect, but you got a LOT done in one weekend. Even just having multiple tower types puts you ahead of the other tower defense games I've seen here. Overall, I'm impressed.
@Flaterectomy Yeah we definitely noted that the tension of cooking with a countdown timer to the next wave was way better than getting unlimited time. I considered turret placement like on hover effects but I couldn't figure out the outline shader in time. I also had no real time to do much on the design side and the models were rushed, with the focus on making sure we had animations and stuff over spending time on character and object design. There's lots with like color I'd do better in the future.
@Alans Antics I definitely wish I had some way of showing a map or like some kind of pathing for the enemies but I spent a lot of time learning how to do pathfinding in the first place so I didn't have much time to clean it up. Making the enemies go to the different sides was partially intentional, in order to make the Meatballer have a purpose, but it would have been better for sure if you could see that on this wave they plan to do something different than the first round. With the cooking mechanic we weren't sure how involved we wanted it to be. We considered things like adding drops or rare ingredients that could be added, ot having shops nearby so you had to go to nearby shops and get those to cook something more powerful/unique. For example a Mexican restaurant so you could make taco turrets, that would do damage over time. The only concern was that if we made the tower cooking to complicated that it would be a huge information dump, even more than it currently is hahaha.
@dwemthy Everyone failed the first time. Hell I failled the first time hahaha! The scaling issue has been noted and I'll update as soon as I have time to get to it, I've been very busy at work due to taking some days off for this haha.