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Veto-Verse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2401 | 2.906 | 2.906 |
Presentation | #2716 | 3.031 | 3.031 |
Overall | #2963 | 2.927 | 2.927 |
Creativity | #3602 | 2.844 | 2.844 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Veto-Verse is a role-reversed Tower Defense Game. Instead of placing Towers and upgrading them you spawn the enemies that Attack and upgrade those.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Cool idea and it is nice to watch the enemy queues go forward. Also the sound effects and music matched the overall feel of the game. Nice work!
Feel free to hop into my game as well and share your thoughts and ratings if you have the time!
Thanks a lot for your Feedback!
I'll definitely check it out.
Well done game and I like the music!
Thanks a lot
Make sure to give my game a go!
Simple reversed tower defense ;-) it works, no bugs
It is fun and challenging + the music is really good, chill and cool! And for a one person game this is a Big thumbs up :)
Thank you so much for the positive feedback!
Soooo, this is Brackey's tower defense project forked from GitHub and tweaked to match the theme?
I can't say much about the design as it is identical to the source, but I like the starting screen that you did and the UI integrated in the game is neat, the atmosphere is also quite nice.
The gameplay is a bit dull for me, even on the lowest difficulty level, it is hard and I feel like my best chance is to spam reds and hope for the best each round, no real other strategy.
The card picking was a nice touch but a bit not impactful enough for me to see a big change.
Regardless, good job on finishing a game in 48 hours and best of luck in the jam! :-D
Thanks for the Feedback.
I actually followed Brackey's tutorial and coded it myself instead of copying it from Git as I wanted to understand and learn the code for myself.
Yeah, the balancing ain't perfect but there are some strategies that can emerge, especially with getting some of the cards. I'll definitely change up a lot of it later.
Really fun game! The game is good in both graphics and audio. One thing I wish is that you could see the range of the turrets. Anyway, I very much like the augmentations that are added after each round. Good job!
Thanks for your Feedback.
Adding the range of the turrets would definitely be a great addition. I'll note it down.
Interesting take, and I like the idea of changing the stats as the waves goes, but I think the difficulty even in the easiest difficulty could be changed a little, because it was hard (I guess the further I got was basically in the middle of the map), but it could also be a "me" problem. Good work
Thanks for the Feedback.
The game definitely is quite hard, so I'll have to change that if I continue developing it. But that means changing a lot about the Turret Placing Algorithm and that already cost me enough nerves during the jam xD
its fun.
Thanks a lot
I've seen many implementations of this concept for this game jam, but this is really the most accomplished. The game is really fun, even if the difficulty could be lowered a bit. A really good game ! :D
Thank you so much for your Feedback. Means a lot to me!
A really fun and challenging game, with nice gameplay. Although the balancing of the cards could use a bit of tweaking, as having the ability to save money between rounds seems a bit op.
Thanks for your Feedback
I'm definitely gonna change a bit about the balancing. For saving the money I originally wanted to make it so you can only save it one round but didn't have the time to implement it.
was really cool trying to think of strategy for the attacking side. Idk if it was supposed to be this hard, I never made it to the end on the easy difficulty, but maybe i'm just bad lol
Thanks a lot for your Feedback. The difficulty can change quite a lot each run, depending on the AIs Turret Placement. Maybe you just got unlucky
How anyone can play on level 3 is beyond me. I played on level 1 twice and only got to their tower once (both games combined). Really cool though. I like the special bonus power options that show up between rounds.
Thanks for the Feedback.
I'll definitely adjust the difficulty, but a lot of that is working on the Turret Placing Algorithm and reworking targeting for which I sadly had no time during the jam.
Now I know how it feels to have all my beautiful bloons blown!
Hahaha, yeeees! My goal is achieved!
Nice game, impressive for one person in a weekend!
Thank you so much. means a lot to me, as I barely got any sleep since Friday.
Definitely needs balancing, I only managed to get one through. Overall good implementation of the reverse tower defense concept!
Thanks for the Feedback. I generally had the experience that especially the first waves are rather too easy than hard, but it also depends heavily on how the AI places the turrets and which Units you use. Hope you had fun none the less.
Really cool game. The fact that the blue balls win is kinda lame though.
This could be changed by tweaking the numbers and making the turrets stick to their initial targets. This could lead to cool strategies where tankier balls tank shots and quick ones slip by in that window. Also the slowing guns retargeting leads to all of the balls get grouped no matter how quickly or slowly you deploy them, which could bring additional depth (for example you deploy slowly to avoid AOE damage).
Thanks for the good Feedback.
I also noticed that but didn't find a solution that was fast enough to implement. But looking at it now increasing the range of the turrets should have just fixed the problem xD.
Interesting concept and great visuals. Really cohesive package with the graphics design. My first try I lost while trying to use a mix of different balls and strategizing. In my next two tries I won both(on medium and hard) using just blue balls, in 3 and 2 rounds respectively. Both those games had a concentration of turrets on the entrance, vs my first round which had them scattered throughout the entire level. Interestingly even in the reversal, the win condition is still turret placement strategy. Cool to see it from the other perspective, and this form of simulation may bring my Bloons td skills to the next level.
Thanks a lot for your great Feedback.
Super cool that you actually tried different strategies. And yeah the turret placement by the AI still influences the difficulty a lot.
It would be great if there was more emphasis on the enemy turret placement, and more strategy in choosing units to throw into the dungeon. But I was able to engage with the strategy already very quickly and that makes it quite successful.
Thanks for your Feedback. It was my first time writing an algorithm like that and getting it to work somehow was already too much work xD
But yeah, I would have loved to make the Units feel even more different and maybe give the player options to influence the tower placement and find unique counters to it.
wonderful idea, it's not my favorite game genre, but it's really fun to try different combinations and try to advance.
Thanks for your Feedback. Means a lot that you still had fun even if you don't really like the genre.