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Voxel Assault's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #869 | 3.882 | 3.882 |
Enjoyment | #984 | 3.471 | 3.471 |
Overall | #1299 | 3.510 | 3.510 |
Creativity | #2699 | 3.176 | 3.176 |
Ranked from 17 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?
This is a tower defence game where you take the role of the attacker
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
I like the isometric art, the SFX and music are good, and you added so much content in such little time. Keep the good work. :) If you want, can you rate my game?
I'm a sucker for isometric games, looks really good! Also, you managed to put in so much content in the game in such a short time. Had a great time playing it!
Thank you so much for playing it, I'm glad you enjoyed it!
Such lovely art ! Very brave to go for isometric tiles. This is actually really tightly scoped for the game jam format, but everything is very consistent and comes together great. I never felt like the game was too hard or unfair. Maybe a slightly higher resolution would have helped, as it would allow you to use a font and more particles etc. But that's nitpicking, for me this is perfectly fine as is. Well done thank you for submitting !
Thanks for the feedback!
Played on stream! See the video for timestamp.
Cool, thanks for playing! Unfortunate that your mic broke :/
I love the art-style here the isometric tiles is a great approach for a reverse tower defence.
There’s a good range of level diversity for a 48hour Jam too!
The game is a bit tricky, I also didn’t realise I could start the round and place units a bit later to help with strategies and I’m also a bit bad at the game haha!
I like that there is always a trade-off when picking your upgrades, it feels quite balanced in that regard, I just think the player might need a bit more information about the choices they are making.
some more visual ques for the player would improve the game a lot! but overall a really fun a solid concept :]
Thanks for the feedback! Setting up the fake 3D stuff in Gamemaker took longer than I would have liked, but I think it paid off in end. I appreciate that you like my art-style!
I agree with your critiques, the game certainly has some issues with communicating to the player. -- I think a free dummy timer/delay troop might have been a more elegant/self-explanitory solution to letting players split up waves (assuming I also coupled that with better communication of the abilities).
Thanks again!
Actually tons of content here. good difficulty and learning curve. Great art. Keep it up! :)
Thank you so much, I'm glad you enjoyed it!
This was an interesting game, that I didn't enjoy at first, but it grew on me as I played it more.
It has a really steep learning curve, and sorely needed an earlier "tutorial" level, to show of the intended techniques and mechanics (although I'm sure that you already know this lol). I also struggled to learn just how to properly deal with the hazards, despite reading about them all.
Anyway, goodluck with the Jam!
Thanks again for the feedback!
I agree, onboarding is the biggest thing I struggle with right now -- this jam has been illuminating for how I should handle new players for my other long term projects. Nonetheless, I'm glad that it grew on you when you got a hold of the mechanics.
Goodluck as well!
Really fun concept and great art style! I really enjoyed getting to keep the selections I made as opposed to them being consumable. I found it a little tricky to understand at first, still wasn't quite sure what the potions do.
Thanks, I really appreciate the feedback!
I hear you, I wish I had time to add some indicators or a tutorial, although there's some info on the potions in the game's itch description.
If you want to give the game a second shot, here's a longer description of the potions:
- [R] Teleports the selected tower to a random location
- [T] Disables the selected tower for the round
- [Y] Gives your units a speed boost in the selection area
Ahhh my bad I downloaded from the jam submission page and didn't think to check the itch page
Fun experience with great presentation! Love the cool isometric pixel art and the music.
I did feel as though the Area of Effect towers were a bit too powerful, however. There were many times when they seemed to simply shut down my entire army, though perhaps I simply wasn’t spacing my troops as well as I could have. I just think a bit more ways to counter those might be nice.
Despite my gripes with those dastardly mortars, still had a great time playing this game. The troop variety and potions were well done and again, I very much liked the presentation.
Thank you so much! I think Jack did a great job with the music and both of us were pleasantly surprised with how the 2D projection of the 3D levels looked.
I agree with your thoughts about the mortars, I think I would have reduced their fire rate and their shell drop speed if I had done more play testing.
However, since I can't change them now, here are some tricks you can use to deal with them:
- You can press [TAB] to send part of your army early, allowing you to spread your troops out
- Mortars aim at the closest unit, so you can place [W] or [E] troops as decoys to distract them from your high value [Q] troops
- You can use your [R] elixirs to clump the mortars together so they don't spread their shots
- [E] troops can outrun mortar shells
- [Q] troops can outrun mortar shells with a [Y] spell, comboing to score a lot of breaches
- Lone mortars are weak to the [T] elixir, so use them early before they lose value
- Mortars scale poorly in terms of tower density, so the threat that they pose in the gifts/rubs section scales inversely to how many are already placed
Really fun, thoroughly enjoyed it. Although the abilities/troops should have been explained either in game or on the game's webpage. The only way to figure out what different buttons/abilities did was through trial and error
Thanks, I really appreciate the feedback! I do agree that the game doesn't do a great job at communicating what the abilities do. I've written 1-3 word descriptors on the webpage, do you have any advice which could improve them?
Yeah, ofc. Obviously, if this was a longer game jam I'd recommend an in-game tutorial, but aint nobody got time for that (in a 48 hr jam). It was mainly the potions that took some figuring out how the mechanics exactly worked, so I'd recommend putting in detailed descriptions for the potions, and since a tutorial was probably out of the question I'd give the player the option at the game's start to go to a "practice level" where they could play around with infinite troops/potions for as long as they want so they could figure everything out pretty quick
Haha, true.
A practice level would have been great for quickly implementing tutorialization, I'll keep that in mind for future jams.
I've updated the game's page with more detailed descriptions of the potions.
Thanks for the advice, it's really helpful!
Looks much better! Keep up the good work, really impressed with what you managed to do in 48hrs
Awesome game, rly smooth gameplay and animations overall a very enjoyable experience keep up the good work
Thanks!