Tower Boy by Chuckiee
A Game boy Journey of the Praire King inspired game.
Known issues: - Level up gives a coin, but UI doesn't update - Size up doesn't work (it was intended to make bullets larger) - Enemy death animation doesn't work
Controls and Gameplay
Defend your base from undead!
There are 3 phases in the game:
Shop phase: Use coins on upgrades, earn coins by leveling up
Positioning phase: Use WASD to move to a better position
Battle phase: Use mouse to aim - LMB to shoot
Tech Stack
Used Engine: Unity
Art tiles are done in Pyxel Edit. Character and enemies are created in Aseprite.
SFX Created using: https://sfbgames.itch.io/chiptone
Tunes made using: JummBox 2.5 (google it)
Cover image made in Photopea(online PS clone)
PS: Game scales better in full screen.
Made by Cagri aka. Chuckiee3
| Link | https://github.com/chuckiee3-dev/Tower-Boy |
| Original URL | https://ldjam.com/events/ludum-dare/51/tower-boy |
Ratings
| Overall | 321th | 3.24⭐ | 27🧑⚖️ |
| Fun | 332th | 3.063⭐ | 26🧑⚖️ |
| Innovation | 283th | 3.196⭐ | 25🧑⚖️ |
| Theme | 141th | 3.82⭐ | 27🧑⚖️ |
| Graphics | 242th | 3.438⭐ | 26🧑⚖️ |
| Audio | 100th | 3.64⭐ | 27🧑⚖️ |
| Humor | 282th | 2.382⭐ | 19🧑⚖️ |
| Mood | 287th | 3.075⭐ | 22🧑⚖️ |
| Given | 18🗳️ | 22🗨️ |
- You can go over the base, so basically you just have to stay in the middle = meaningless positioning phase
- To me the Coins counter was always 0
But the music was good!
Gameplay-wise, the shooting is nice, but I think a faster level progression would be nice to get the game going faster.
There might be bug on the coins ? I had one but it was showing 0 on screen
Music was nice.
For the graphics, it's the first time I've prepared a game for LD, sorry, I failed making things scale well. Playing in full screen fixes it if you can afford to play fullscreen.
Observations: I never got any coins. Even after leveling it would still stay at zero. I'm not sure what "Size" meant, but I put all my points into size and nothing seemed to change :sweat_smile: And as others mentioned, I'm not sure why you'd position yourself anywhere other than the center for the positioning phase, it seemed to give you the clearest shot on all the enemies.
Switching between the phases every 10s is pretty fun.
You could you add a "pause button" though... And maybe it would be better to move the character using "click" with the mouse during the positionning phase. Also, find a way to explain why the character cannot move while shooting. Maybe the player turns into a tower or something?
Anyway, good job, keep up!
I think an interesting twist would be to have a different minigame for each of these phases. So the first phase, there would be a minigame of some sort that let you upgrade some properties. That way, every time you reached that phase, you would be guaranteed some upgrades, as long as you did well in the minigame. And then in the second phase, there could be another minigame that let you place down multiple towers. So, the better you did in that minigame, the more copies of a tower you would have going.
I think that could be a way to make the 10 second phases much more energetic and chaotic. Because I do think that splitting up normal gameplay features that would usually all be available all the time into three discrete phases is a fun concept -- but I think it could be even more fun to push it further. :smile: