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Battle Biscuitz TD's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #12 | 4.294 | 4.294 |
| Overall | #18 | 4.098 | 4.098 |
| Gameplay | #22 | 4.118 | 4.118 |
| Theme | #40 | 4.176 | 4.176 |
| Visuals | #55 | 4.529 | 4.529 |
| Audio | #99 | 3.824 | 3.824 |
| Innovation | #184 | 3.647 | 3.647 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You need to spend your hitpoints in order to get more and better towers so you cna keep up with the enemies
What code and assets did you not make from scratch during the jam (if any)?
None
How many people worked on the game?6
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Comments
Great game, great visuals, great audio, it's the best I've played so far. The only 5/5 I gave this jam, loved it!
stunning visuals!! Great gameplay.
The visuals are amazing and the tower design is really clean. Instead of a mess of towers and upgrades just three towers with unique roles and three upgrades that apply to each. Good job!
I also like that the ants have cracks as diegetic health indicator, it makes it more immersive and health bars tend to add a lot of visual clutter.
I discovered that towers had upgrades because of a quest that said it disabled upgrades for two turns, that felt pretty natural. Nice.
The main mechanic definitely snowballs very fast, the only solution I can think of would be to make the quests scale with the player, so their relative risk stays consistent. That sounds pretty much impossible to balance right in a game jam though, so not really a criticism.
Overall amazing job, congrats!
this is a most thorough analysis that accurately recognizes our design decisions, I wouldn't have expected a single person to acknowledge so many but I'm glad they're clearly doing their job. and yes, you're so right, we struggled balancing tasks early to late game, but who doesnt want to feel like a cake shop owner after investing all their crumbs for 3 rounds :D glad you had fun <3 and thanks for the kind words
I WON! well done guys! A few notes :
- It wasnt clear to me that my money was also my life. Maybe i missed it
- It wouldve been nice to see the health of the enemies, at least the big ones
- The main mechanic is nice but it seems very snowbally. It's hard at first but when you earn enough money you dont really have to choose between missions and turrets, you can build it all
Very good job!
You are so right. Balancing proved challenging for the entire team and we found ourselves stuck on trying to make it feel good both in early and late game. We tried not explaining everything explicitly so as to appeal to those who enjoyed a little exploration - such as the screen blinking red when you buy/lose HP, or how all TD games have upgrades on their towers and ofc the little cracked indication on ants showing they'd been damaged.
thanks for the astute observations
I flipping love the tower defense genre and this one is very interesting. Adding objectives as a way to gamble your crumbles is clever and add another way to insert strategy into the game. The music and sound design are so fun, I love the "bluebeeeeerry" every I add a tower on the map. The design is also super cool, everything's awsome, you're awsome!
Thanks for your kind words, we love our sound designer and voice actor for that! :D they both did an amazing job. and yes, we worked hard on making sure the tasks aligned with the game to make each run a little different, although we would've loved to add more :(
I love that you use "crumbles" gonna have to steal that for the lore, its much more creative than crumbs or biscoin...
Ahahah I'm sorry, my english is quite broken but glad you liked my mistake.
i love tower defense games soo this game was a blast for me, loved the art and and concept. it was pretty enjoyable love it 10/10 :D
i dont think the game tells you can upgrade towers? (if it does mb should have paid more attention)
I really like this game. I got hooked. Just love the chaos after a couple of runs. Could totally see this as a game being evolved further for mobile use. The graphics work on small screens and I would totally play it on my train ride to the office.
We will be looking into developing it a little more, especially when the traction has all been positive, maybe mobile is the way to go. We aimed to make the tasks create unique runs and therefore dynamic gameplay, only wish we could've added more - do you have any suggestions?
Fun game! I really liked the art and enjoyed the progression!
Nice little tower defence game, i liked the simplicity of it. Tower defence games often get very complicated with thousands of upgrades with tower and enemy types, but here we only had three district types that each do something different. And instead you have to focus on the missions you would do each round, which was a nice twist.
Also the sounds where very satisfying to listen to, especially at scale when hundreds of towers are firing.
I just don’t really like the map design, it feels quite claustrophobic, it’s all extremely narrow. There was so little space to place your towers and the placing areas where not quite clear, you had to fiddle quite a bit to find a good spot. There are more than enough places for the towers, but it kind of felt like mostly just spamming them, there was little strategy involved. I think the reason is, with the small map and a ton of overlap, it’s extremely hard to track what tower has what impact, because all are constantly firing all over the place. So i would be missing a bit better overview here.
Those are some interesting thoughts, we definitely tried our best to balance towers to feel impactful both in early and late game, although this of-course becomes a problem when trying to cater to different types of players. We love that the tasks were received so well as we spent some time making sure they added to - instead of taking away from gameplay.
and yes, we went through a lot of iterations on the map design, eventually opting for the one you played. In hindsight, adding a way to increase damage for a tower might have allowed us to focus players into using less towers, while also increasing the risk of the "freeze a tower" task variants, but alas.
We will of course take this into account with future updates so we appeal to as many as possible. If you have any things you felt were missing in the game we'd be happy to hear them, maybe new tasks you wanna see?
Loved the game wasn’t expecting a tower defence but the way it is perfectly alligns the theme and also addictive game play good work
I think it's hard to match this theme without being addictive, but in that regard we're glad we succeeded. Look forward to more addictive gameplay ;)
Loved the game wasn’t expecting a tower defence but the way it is perfectly alligns the theme and also addictive game play good work
Loved everything about this game! It was hard to tell where towers can be placed but other than that great job!
This is one of those games that leaves me wanting so much more! I love the task system and wish there were more tasks you could do! I love spending health for towers and wish there were more towers and upgrades! I love tower defense games too! Very great game!
We are so happy to hear you enjoyed it so much! And glad our mechanic was fun 😊 And ofc we would've wanted to add so much more, but game jam limitations prevented us from doing so...
But we have assets for a few more additions and our team really enjoyed working on this so look forward to seeing more in the future :D
The art is clearly amazing. The turrets and ant design were very creative. The gameplay is fun, I don't know if it is possible or not to beat the game without accepting any tasks but the tasks are a very interesting mechanic for a TD game.
Initially, on a first playthrough, the money text didn't update and didn't show any quest. (The money updated on the bottle though). On the second, everything worked very well and I was able to defeat the ant queen. It was very fun.
To be honest, I believe there was way too much effort put into the main menu that could be put on the gameplay instead. Some assets are not very coherent, maybe it's on purpose, but the turrets seemed to have a very high resolution with thin lines while other things are a bit blurry with thick lines.
It is hard to make things in a rush but I just wish it could have more levels though 😭
Thanks for your feedback! We will look into the money not displaying correctly and try and create more levels for you.
Also; you're completely right! As two artists we focused more on getting assets out than trying to coordinate styles, which in hindsight, we should have. We will look into making sure anything new that's produced has a cohesive style, and refining the old ones.
This shit BUSSIN' BUSSIN' FR FR!🔥🔥🔥
Amazing visuals!!
very good game, zoom!