Signal The Charge by Ty Victorson

[raw]
made by Ty Victorson for Ludum Dare 59 (JAM)

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​

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🗨️

Feedback

oeueGHa
Apr 22nd · 10:29 UTC
It's fine, but UI for cards takes too many place, IMO
alexey_bobrovskiy
Apr 22nd · 11:11 UTC
Hmmm mm m m m m mmm m m mmm, to do to doooooo
OddballDave
Apr 27th · 10:32 UTC
That music had me humming along. I loved the castle collapsing as you won. Everything has so much charm to it. The game was a little easy even on hard mode, but it was lots of fun for a jam game. Man, I'm still humming that tune, it's so catchy. Good stuff :8ball:
MtWhateverest
Apr 28th · 01:28 UTC
5/5 Sound design. Short and fun :)
Danibeve
Apr 28th · 06:37 UTC
Simple and fun game, just how a game jam game should be. Congratulations on the great work!
VenomousMouse
Apr 28th · 12:59 UTC
Very nice music. Overall good and fun game.
Kahztein
May 01st · 08:32 UTC
Short, fun game. The goofy vibe is funny and adds a lot, I'm actually impressed the humming didn't get annoying. I always find voice acting in jam games to be very charming too. It's an old internet vibe it gives.

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!
🎤 Ty Victorson
May 01st · 08:52 UTC
Thanks everyone for playing I'm glad you had fun!

@kahztein easy, medium and hard actually all have different levels we probably should have changed the text to better reflect that!
ImNotVegan
May 01st · 11:41 UTC
Solid core mechanics! The card-based spawning is intuitive.

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!
Ausstein
May 01st · 20:54 UTC
Nice I Played all three levels!

I liked the funny sound effects! Good job!
oller125
May 01st · 21:04 UTC
Quite easy to play, but I liked all ofthe sound effects.
hammy275
May 01st · 21:10 UTC
I think the concept here is neat, but the design is not where it needs to be to live up to that concept. I'm sure this is primarily due to the limited time of the jam, but I digress. My main thoughts are:

- 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.
Jezzamon
May 03rd · 04:29 UTC
NIIICEE

Great music. Loved how there was multiple difficulty modes. Really good!
deadjolly
May 04th · 01:40 UTC
![LDScreenshot.png](///raw/74d/c4/z/73107.png)

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!
Akuta Zehy
May 04th · 04:27 UTC
Short and fun, nice entry with good music!
nathmate
May 04th · 09:02 UTC
Let's get 'em

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.
Teaminister
May 05th · 19:38 UTC
hm hm hm hmm. This is the best OST i've heard in my life, hahahah. Gameplay is fine, graphics are simple, but everything looks fine together. Especially with the sounds, hahha. Great job!
LDJam user 374028
May 05th · 20:18 UTC
Easy Age of War throwback. Nice soundtrack.