Signal The Charge by Ty Victorson
The enemies have moved their castles to our border we must take them out before it's too late.
To play select a unit from the unit bar and click on the lane you want to signal them to walk down.
Code: Ty
Level design: Austin/Ty
Modeling: Kenny/Ty
| Link | https://ty-victorson.itch.io/signal-the-charge |
| Original URL | https://ldjam.com/events/ludum-dare/59/signal-the-charge |
Ratings
| Overall | 706th | 3.119⭐ | 23🧑⚖️ |
| Fun | 580th | 3.143⭐ | 23🧑⚖️ |
| Innovation | 807th | 2.452⭐ | 23🧑⚖️ |
| Theme | 793th | 2.5⭐ | 23🧑⚖️ |
| Graphics | 722th | 2.833⭐ | 23🧑⚖️ |
| Audio | 321th | 3.548⭐ | 23🧑⚖️ |
| Humor | 154th | 3.65⭐ | 22🧑⚖️ |
| Mood | 672th | 3.158⭐ | 21🧑⚖️ |
| Given | 20🗳️ | 20🗨️ |
There's actually a lot more SFX than most games manage, which is a pretty nice thing to have. Game was pretty simple, but still enjoyable. I think some extra motivation to hold onto cards would be good, though I played on medium, maybe on hard you need to be more clever.
Nicely done!
@kahztein easy, medium and hard actually all have different levels we probably should have changed the text to better reflect that!
The game feels a bit too easy because the AI is very predictable. It would be cool if the AI saved up cards to launch a massive 'Charge'. I also noticed some pathfinding bugs on medium level where the Mazard gets distracted by enemies on neighboring lanes and starts walking backward. Adding some upgrades or defensive structures for the castle would add much-needed depth to the gameplay. Great job on getting a working strategy game done for the jam!
I liked the funny sound effects! Good job!
- There's little motivation to not play cards the moment you get them. I couldn't find out a rock-paper-scissors type system for the three unit types, or if there is one, the difficulty doesn't necessitate using it. Without such a reason to hold onto cards, there's little reason to not immediately play them in a lane an opposing unit is coming down.
- The button to send out many units feels like a "win" button. Even in hard, two waves of it on top of the cards I was playing won me the game. Perhaps I am expecting more out of the game's difficulty than what was intended?
- I think having three different maps/levels for the difficulties used time that I feel would have been better spent refining the mechanics on a lower number of maps. At the very least, the easy map doesn't seem to contribute much being a single lane.
That said:
- I do quite like the underlying concept here! I think the gameplay is simple but leaves a lot of room for strategy were the game's mechanics ramped up.
- I really enjoy the concept of the "many units" button as an extra mechanic alongside the cards. Perhaps multiple abilities that are mutually exclusive with each other in some way would flesh this out?
- The sound effects work surprisingly well! If you want to spice them up for the future, I think having multiple variants that are randomly picked from would be neato.
Great music. Loved how there was multiple difficulty modes. Really good!
Shouldn't even be optional. Legend has it he's still humming that tune to this day.
Nice little lane tower defense game! It wasn't apparent which units were the counter to other units, if that was even the case? I managed to win on medium difficulty. Almost lost but then things just kinda turned around. I like the idea of the theme interpretation, signaling troops to go to a location. The gameplay could have used maybe one more element to give it a little more depth.
Overall great little jam game though!
Agreed with others that the gameplay's shallow, but it's enjoyable to play through which is much better than it being the other way around.