10 Second Defence by LDJam user 300422
A "Tower" Defence game with a focus on time balancing. Funny thing is... there are no towers. Instead we have different types of troops that you can send around the map :grin: some of them may be as slow as towers tho...

Controls:
- WASD -> Move camera around the map
- Space/Shift/Mousewheel -> move camera up and down
- ESC -> Close detail window
- Left Mouseclick:
- click on units, then on terrain to move them
- click on terrain and units for information
- click to buy and place units from the store
How to play:
- The blue time in the Top is your currency and the spawn in time for the next wave.
- Using all energy will kill you!
- Try staying as close to 10s as you can, you will do more damage. Attack Range and Speed are important.
- You get more time for defeating all enemies in a wave.
- Units can't move for a while, after attacking. This depends on their attackspeed.
- Trust me, there are minibosses, a final boss and a way to victory. You just have to survive long enough...
- The game might not be perfectly balanced yet... good luck :fourleafclover:
The Heroes and Bosses
(Story by Zero, Images Dall-E)

BugFix:
fixed a bug where... - the enemy would spawn in the base for a split second, so the player could camp and kill it. - the game crashes, because millions of enemies spawn, when the time falls to 0 (makes sense, but isn't really performant :smile:), now its "just" GameOver.
The Files:
- Final is the file uploaded in time
Bugfix was uploaded one hour later, fixing the bugs above
Mac - idk if it works, or how...
| Source Code and Assets | https://github.com/LucaZnZ/10SecondDefence |
| Original URL | https://ldjam.com/events/ludum-dare/51/10-second-defence |
Ratings
| Given | 11🗳️ | 22🗨️ |
Check out my game jam!
One quick tip: Zooming should move the camera forwards (relative to self, not world) instead of upwards. Use _this.transform.forward_ to get the Vector3 pointing forwards relative to the camera. Ideally you want to move towards the mouse cursor using raycast with ground as layermask to determine where mouse is aiming, but moving forwards is a simpler solution which works quite well.
I've updated the description to add some more understanding to how to actually play the game :joy: i get that it can be quite confusing and it is very challenging even to me lol.
Thanks for all your feedback, i can see how it can be a confusing mechanic to figure out.
I Updated the description "How to play":
the blue time in the top is the "money" and the wave spawning time
spending it all kills you right away, as it overruns you with enemies.
You can click on the castle/tower and units to see their current health
You can click and move units, they attack automatically when enemies are in range.
I can't get past wave 30.
I really liked it and played it multiple times trying to figure the best strategy, it really is tricky.
There are many good things I can say about it but here's some constructive criticism as well :)
* There are a few things that couple be communicated better to players, the range of the units could be displayed on the hexes as a highlight when you try to spawn a new unit, and maybe also outlines for enemy unit ranges.
* The end game screen hides your score so you don't see your final wave number
* I think the game shouldn't allow you to suicide by spawning a units that would cause you to go down to 0s (it took me a while to realize I was doing that)
* It's impossible to spawn units behind the castle (north) when you click the game selects the castle but if you hover your mouse it highlights the hexes which makes you believe you can spawn units (it's confusing)
* Edge scrolling or mouse drag would be cool
* Sometimes I get defeated and I don't quite know why (maybe a message to tell what cause the defeat would help)
Great entry, keep going :)
Colouring the tiles the castle occupies would have been useful. I often ended up selecting the castle when trying to place a unit.
Knowing I can move units made a huge difference.
- yes, i could totally optimize the vizual indications, like you said, only highlighting tiles when you select them, show unit range on the grid, show attacks. So a general better visual communication
- oh my... i didn't even realize that the wave counter is basically your highscore, i'm sry xD
- the suicide part is hard... even if you go down to 1s you essentially suicide yourself, as all your units only deal 10% damage and enemy waves spawn every second.... balancing your time is the point of the game
- yeah, a message to indicate who/what killed you could be good
Nice game!
I do appreciate that you made a moveable and zoomable play area, there's something akin to the Civ series in your entry. All in all, I think you guys made good effort.
Also, it's wild that you did this all by yourself. Mad respect.
Thank you all a lot for playing, critique and nice conversations, was lots of fun. Next time i try to actually take part in the rankings :sweat_smile: