
Greenhand TD
Game Controls:
- [W-A-S-D ] to move.
- {Q-E-Scrollwheel] to zoom.
- [Left Mouse] for interactions. (Moving Towers / Buttons.)
This is a game demo created for a school assignment, summary:
- it's about good nature (the Verdancy: green territory) fighting against corruption (the Blight; purple territory).
- Place podlings (towers) and move them around strategically to make the most of them, stopping the spawn of corruption, that's attempting to corrupt your precious verdant core.
- Cleanse the world of the Blight (purple territory) and you win.
- But if any corruption touches your verdant core, you lose.
About:
- The art style is all handcrafted and consists of voxel art for 3D specially made to fit the tiles and for 2D some really flashy pixel art, both heavily inspired by plants vs zombies.
- The tiles are inspired by territorial.io and openfront.io games.
Enjoy! .. also it would be lovely if you would leave any kind of review or just a simple comment, would appreciate that greatly! (Feel free to share suggestions or concepts, etc! <3)
Link to quick review form:
Download
Download
Greenhand_Windows_V2.0.7.zip 36 MB
Comments
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I was not playing tower-defense for a while. It was fun. I would recommend don’t auto-place towers, after adding new tower, I need to search where. Also it would be nice if we move the map with left or right click. Also different maps, more tower types would be make this game more fun. I am waiting for new releases. Also have good luck about the school assignment.
Many thanks for the amazing feedback, you're totally right! <3
Always been a bit scared to fully dedicate myself to a project of this scale, but I think it's long overdue, I feel ready and it's about time. This is the perfect opportunity that I have been waiting for.The game has been so well received by everyone, way more than it deserved for a prototype that was made in two weeks time. 190 views and 115 browser plays at this current time in about 3 days time, absolutely bonkers.
At the moment in the planning stage, setting up something clean and scalable for at least up to 6 months of development support, will revalidate after that, accordingly.
Will have to rebuild the game from scratch, since spaghetti prototype code everywhere, also looking into integrating different types of multiplayer from the start, extra work early on, definitely worth it in the long run I think. Can't put a time frame on the next (true) version, but rather sooner than later.
Biggest thing is going to be the hook of the game, what makes this game stands out. In this prototype I failed to achieve that in my harsh opinion, how I want to do this exactly, is still very undecided.. might even switch to first-person, that was the original plan, for simplicity it became top-down since it was easier to understand. So it's all a bit of a surprise for now.. even for me!