Hold The Signal by Dywanix
Short TD game, when you have to boost up your signal to make your turrets more powerfull
Controls: ASDW / Arrows Keys to move 1-2-3 / Mouse Scroll to select Tower E to place Tower in current Tile R to Rotate directional Tower M to mute music Esc to Restart/Quit
Objective: Defend your Signal Tower by placing defenses along the path. Stand in yellow areas to charge up signal empowering towers fire rate. Collect scrap metal from defeated enemies to construct new towers.
Game Design and programming
JuggerN4uti
Game Design and Graphics
Dywanix
| Link | https://fiyingfrog.itch.io/hold-the-signal |
| Original URL | https://ldjam.com/events/ludum-dare/59/hold-the-signal |
Ratings
| Overall | 687th | 3.155⭐ | 60🧑⚖️ |
| Fun | 595th | 3.103⭐ | 60🧑⚖️ |
| Innovation | 741th | 2.746⭐ | 59🧑⚖️ |
| Theme | 658th | 3.193⭐ | 59🧑⚖️ |
| Graphics | 733th | 2.75⭐ | 60🧑⚖️ |
| Humor | 644th | 1.955⭐ | 46🧑⚖️ |
| Mood | 819th | 2.452⭐ | 54🧑⚖️ |
| Given | 52🗳️ | 95🗨️ |
It's a bit misleading to write "R to rotate tower" while R actually restart the game though :laughing:
@astoeth that bug should be already fixed! :)
@crispypear we did a small bug fix so you can try it again
Making a tower defense in such a short amount of time is no small feat. I do wish the connection to the theme was a little stronger though. The part with the player having to move around to maintain the signal is great, but I wish it was built upon more. Currently the player pretty easily fills up the bar completely, and then interacts with the mechanic every once in a while. How could you make it more relevant throughout the game?
Wish you good luck!
I might suggest if you do a tower defense game again for a game jam, you implement a way to move the towers, or add a better visual indicator of how they work - because the players aren't familiar with them.
Overall great submission :D
The feedback I'd give is that the music felt a bit repetitive after a while and also the player felt like he was sliding on ice as you're walking which made movement not as smooth as it could be. Moreover I think some SFX on enemy death + the tower projectiles would make it feel more fun.
I played for like 15 minutes and had fun. Of course some QOL features could be added, like my first tower of the second type was completely misplaced because I had no idea of how it was shooting, but eh, that's part of the fun of jam games :tada:
Congrats!

Overall, was a nice and simple little fun game. Moving around the signal points gave me purpose beyond standing there like in a lot of tower defense games.
Excellent work -- well done!
The effect, range, and value of the towers are not clear. I need to make a first mistake to know that the second tower is a straight attack, and I don't even know the effect of the third tower after the game ends

The game has potential, but there are areas that need further development. For example, at some point you end up with too much money, and the towers kill enemies before they even reach the middle of the path. As a result, the currency becomes meaningless and the gameplay starts to feel a bit tedious to watch.
Balancing is always challenging, so best of luck with further development!
I could definitely spend more time playing this game, it was fun, wish I could play it longer, in order to fill the entire map with towers. XD