10s To Decide by Rob6566

My first game jam. 10s To Decide is a basic tower defence game with multiple tower types, enemies and upgrades. - Engine: Unity - Art: Aseprite - Sound: cfxr
| Link | https://rob6566.itch.io/ld51 |
| Link | https://github.com/Rob6566/-LudumDare51 |
| Original URL | https://ldjam.com/events/ludum-dare/51/10s-to-decide |
Ratings
| Given | 0🗳️ | 0🗨️ |
It could be a great TD game if you keep improving it. Keep it up!
Yeah, it's definitely pretty unpolished. I perhaps spent too much time on content and not enough on quality of life stuff to help guide the player through the game and indicate what's happening in combat (eg: animations). For the record, you can place towers on any of the grid tiles (but if you put them in the very top row, enemies may telefrag them on spawn).
Thanks @hotaloca - I'll tag you when I release a more polished version. You're right about toggling back to gold being confusing - I'll remove that (except in the case where you can no longer afford the previous option).
Thanks @chitoyuu. I'm pretty confident that the fire towers don't damage friendly towers, as I've done a setup with a line of adjacent fire towers that didn't self destruct. It definitely needs some visual indicators of damage though - that'd make it clearer. All enemies do AOE damage in the 8 surrounding squares, so I'm guessing maybe a diagonal enemy did the damage.
Thanks @chaseplays - yeah, I was pretty happy that it all came together to feel like a real game.
Thanks for the words of encouragement all of you.
On my second game, I decided his friends were not as friendly as he implied... that time I survived 79 actions, until those 500 hp guys kicked my but.
Congrats on your first game jam, this is quite a great game! Could use some balance, but I had fun, and I'm glad the difficulty ramped up so that it had a clear ending point for me =). I liked the feeling of upgrading my towers. I would have liked to be able to skip to the next tick without having to reset the fast forward button (which I usually don't quite get back to after a buy and place tower action before yet _another_ tick flies by ^_^).
@jimbly - yeah, I think that Bluort guy might have a little conflict of interest. Nice job getting so far! I'm going to release a post-jam version with a bunch of balances and UX cleanup. I've already made some changes in my dev build (balance changes, spacebar pauses, 1-3 sets game speed, WASD selects the buttons, and it doesn't revert to "Work" when the tower/tinker overlay goes away), and I'm working through a list of other improvements, like combat animations.
Thanks @finntastico - Sorry it didn't display properly. Could I grab some more details about your setup? Did the problem happen in full screen? I'm working on a bigger game with similar settings, so I figure it might have the same problem.
This was great fun. I liked that you had many different options and therefore could figure out better positions for the towers etc. Cool to have upgrades and fun with the different enemies. Good job! :)
I like that you can also speed up the pace when you are waiting for the 10 seconds to expire. What I found hard to see is when towers are hit and what is exactly happening. I see the goblins moving around and my towers disappearing but I just have to guess they have been hit and destroyed. Some visual feedback would have helped a lot.
It would also help to see visually the range of the towers you are placing before you actually place them.
Overall I think it went very well for a compo entry. I would see this as a game that can be further developed and ported to mobile where you can play a few turns, stow it away and pick it back up later on.
Great work on having a finished, playable game for your first jam! A tower defense game is a fun, unique idea.
Congratulation for your first jam! You managed to publish something with is already a feat! (if you look at the stats, more than 50% of all projects aren't published at the end).
A few point you could improve for your next ludum dare:
* your game need more feedbacks. It's kind hard to now atm when a tower hits an enemy or when an enemy hit a tower for example. You should show that kind of info. You can use either cheap trick like making them red for a few seconds of that kind of thing all the xzy to complex fxs and particles.
* you uploaded a unity development build. Those are usually much larger and way laggier because they embedded tons of debug and profiling information. Building for release is just one tick away and will result in a much smoother game
What is really good about your game and that you should keep for the next one :
* the how to play was a really nice addition! It is sooo useful when you are not fumbling around to understand a jam game! No need to be self condescending int it however : your game is a great jam game and I had fun in it!
* I had 0 bugs and everything went smoothly, which is quite a feat!
* the gameplay was alright but could benefit greatly from being "spicier", with more things going on or stuff to do in between the 10s timer.
Anyway congrats for you first jam!!
If you do continue beyond this jam, I think what you have here would work really well as a turn based game, instead of being tied to time. Having lots of options to weigh, plus information about the enemies' next moves, made me want to plan my actions out more strategically. I ended up using the pause/fast forward buttons to essentially play it in turns instead of letting the 10 seconds play out, and it was nice to be able to take in the information and act at my own pace.
My one issue is that sometimes the placement of the towers wasn't working properly.
Not sure why but sometimes I had to click A LOT before the tower would deign to acknowledge my wishes and sit where I asked it to sit.
Other than that bug, there were no issues. Which, kudos for managing that in a game jam. I sit in awe.
Thanks for the fun! I was totally absorbed for a few minutes.
Some thoughts:
- The developer art skills are strong on you :D
- It would be great if some kind of animation indicates you what happened each turn
- Keep working on it, it has potential.
This game is awesome, especially for a first game jam. Conceptually, everything is there, and I think it's actually really impressive how it was still fun to play despite being relatively low-fid. One suggestion I'd give is to break down the tutorial a little bit more (show tooltips / instructions as player plays the game); we struggled with this in our game, too, haha.
In any case, this was awesome. Congratulations :) Thanks again for rating my game.
**https://rob6566.itch.io/10s-to-decide-post-jam-edition**
# Post Jam Edition (v1.1) - Release Notes
**TLDR; 2 new towers, 1 new enemy, animations, keyboard shortcuts, UI improvements, scoring, balance and fixes**
#### 1. "Game Over" screen re-labelled "You Win" to discourage building towers ~Bluort from PR
#### 2. Score introduced:
- Surviving a Tic: 10
- Killing a tiresome enemy: 5
- Killing a bothersome enemy: 20
- Killing a vexing enemy: 200
#### 3. Enemy changes
- New vexing enemy that appears after Tic 120. Does not play nicely with towers
- Bothersome enemies now start appearing after Tic 60, and vexing ones after Tic 120
- [Max possible enemies per spawn] increments every 25 rounds (up from 20)
- Goblin damage (20 -> 15)
- Vampire HP (200 -> 150)
- Elephant Damage (5 -> 10)
- Behemoth Damage (30 -> 20)
- Smarter enemy action selection - will add a "move down" action if top row is projected to be full
#### 4. Tower changes
- 2 new towers
- All tower upgrade HP bonus (20 -> 40)
- Fire Tower damage (40 -> 25)
- Arrow Tower damage (50 -> 40) and upgrade damage bonus (5 -> 10)
- Sniper Tower range (3 -> 4), damage (20 -> 25), upgrade damage bonus (5 -> 10)
- Brick Tower HP (200 -> 300) and upgrade HP bonus (40 -> 75)
#### 5. Added Animations for tower attacks, tower/enemy deaths and enemy movement
#### 6. Improved readability on towers/enemies
#### 7. Enemy Actions UI now shows number of enemies to spawn
#### 8. Introduced keyboard shortcuts:
- Space = Pause/Unpause
- 1/2/3 = Set game speed
- W/A/S/D = Work / Tinker / Study / Build
#### 9. Slow game speed is faster (After heated internal discussion, I decided NOT to rename the game "8.333333s To Decide")
#### 10. Bug fixes
- Tower upgrades now apply to towers on the battlefield
- Previously selected action is now retained (unless it's no longer affordable)
- Targeting / damage in rightmost column no longer incorrectly offset 1 row down
- Can no longer build on top of existing tower
- Can no longer switch action while dialog is up (which broke the current action)
#### TODO / Known issues
- Targeting towers take a couple of turns to start attacking
- AOE towers take a turn to start attacking (until fixed, this is a "feature")
- Enemies occasionally skip moving for a Tic (hard to reproduce)
- Towers could use some smarter targeting (creatures that can be killed > creatures that will kill a tower > lowest creature)
- Tinker sometimes shows duplicate research options
- Add Tooltips / guide for new players
- More sound effects / music (I haven't composed music before)
Just tagging everyone that left a comment :) @smilewood @jaykayey @x000000 @m11 @stephen321 @swen @flamus @dysleixc @hotaloca @chaseplays @chitoyuu @jose-bonilla @arcticmattekar @rahtainka @finntastico @digitaldude555 @jimbly @jackaljk @vidarn @maxkyckling @tanis @shimmerscale @minipeps @minipeps @shibaya @furano @tetrapteryx @otterfaelure @purpledartfrog @gonzalol @n-n @jamdong15 @zimny11
@tanis - Thanks for the feedback! Check out the new version I just released (linked above). It has attack and death animations, so you should have a better idea of what's going on! I like the idea of a mobile port - I don't know if I'll be pursuing this game that far, but I am working on a bigger project (a roguelike deckbuilder) that might eventually be polished enough to release. The full time job doesn't leave too much time for game dev though.
@shimmerscale - Thanks :). Yeah, I've added some visual feedback in the new version. I didn't bother working on tutorials any more (mostly because it's not as exciting to work on and it'll probably only have a limited audience), but I'd definitely do that if I extend this further. Re changing game speeds, I found the keyboard shortcuts in the new version helpful. I alternate between fast and pause.
Thanks @rahtainka! I hadn't done any animation before and wanted to focus on what I could do quickly. I've just added some visual feedback to the post-jam version.
Thanks @minipeps and @shibaya!
@furano - wow, I'm really surprised that worked at all on phone! I definitely didn't expect it to work.
Re the development build - yeah, Unity's giving me an error. I didn't bother trying to troubleshoot during the jam, as the development build was only 6M, but I might try to figure it out (I have other projects that build ok):
```
Failed running command /usr/bin/python3 "/Applications/.../Brotli/python/bro.py" -o "/.../Build/ludum_dare_51_rob13.data.br.compressed" -i "/.../Build/ludum_dare_51_rob13.data.br" --comment "UnityWeb Compressed Content (brotli)" (process exit code: 1)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /../unity/build/Modules/IMGUI/GUIUtility.cs:189)
```
Thanks for the feedback! I did think of things to do between timers to make it 'spicier' - maybe consumables or the ability to move towers. I haven't implemented anything yet though.
Thanks @tetrapteryx! Yeah, I agree that it would work better as a turn based game. My favourite games are roguelike deckbuilders and similar games without time pressure (so I can pick them up and put them down, and think about decisions). If I extend it any more, I'll very likely remove the timer and just add a "next turn" button.
Thanks for the feedback @otterfaelure :). Out of interest, which browser/device were you playing on? A couple of others have mentioned similar problems.
Thanks @purpledartfrog! Yeah, I definitely skimped on the tutorial. Next jam (or if I expand this project any more), I'll definitely spend more time on it.
Thanks @gonzalol - yeah, it's definitely more like a prototype at the moment. The new version has some animations, but it's still pretty unpolished. I've done a bit more work on it now, and added some animations, but more forte is definitely more programming than artwork.
Thanks @n-n! Glad the tutorial helped. I probably put too much fluff in there, and not enough tutorial.
@jamdong15 - thanks for the feedback! Good to hear that someone thinks the game is underrated :) - I'll have a look for that post. Yeah, I definitely skimped on the tutorial. I saw some games that did it really well, building it seamlessly into the start of the game.
Thanks @zimny11! The new version might help a bit. The "slow" speed is a bit faster, and it has keyboard shortcuts to switch speed / pause quickly. I've added animations too. No new sounds or music though - I haven't written music before, but I might dabble a little before I try another jam.

Hope that helps in bug finding. :D
the 10 seconds aspect of the game is ... optionnal ahah
# Post Jam Edition (v1.2) - Release Notes
** Added high score tracking**.
This is my first attempt at setting up a server for a game. Seems to work nicely, but the security is pretty weak. It sounds like the best way to secure a game is to replicate the game state on the server.
Played on my stream: https://www.twitch.tv/zedkraze