This is the Post Jam edition of 10s To Decide, which was originally built in 48 hours for Ludum Dare 51.

Works best in full screen. After launching the game, click the  icon in the bottom right.

Release notes

V1.3 (6 Jan 2023)

No change - allowing other projects to use high scores


V1.2 (16 Oct 2022)

High Scores added, including a little server to host them


V1.1 (13 Oct 2022)

TLDR; 2 new towers, 1 new enemy, animations, keyboard shortcuts, scoring, balance and fixes.

1. "Game Over" screen re-labelled "You Win" to discourage building towers ~Bluort from PR


2. Score introduced

  • Surviving a Tic: 10
  • Killing a tiresome enemy: 5
  • Killing a bothersome enemy: 20
  • Killing a vexing enemy: 200


3.  Enemy changes

  • New vexing enemy. Does not play nicely with towers
  • Bothersome enemies now start appearing after Tic 60, and vexing ones after Tic 120
  • [Max possible enemies per spawn] increments every 25 rounds (up from 20)
  • Goblin damage (20 -> 15)
  • Vampire HP (200 -> 150)
  • Elephant Damage (5 -> 10)
  • Behemoth Damage (30 -> 20)
  • Smarter enemy action selection - will add a "move down" action if top row is projected to be full

4. Tower changes

  • 2 new towers
  • All tower upgrade HP bonus (20 -> 40)
  • Fire Tower damage (40 -> 25)
  • Arrow Tower damage (50 -> 40) and upgrade damage bonus (5 -> 10)
  • Sniper Tower range (3 -> 4), damage (20 -> 25), upgrade damage bonus (5 -> 10)
  • Brick Tower HP (200 -> 300) and upgrade HP bonus (40 -> 75)


5. Added Animations 
for tower attacks, tower/enemy deaths and enemy movement


6. Improved readability on towers/enemies


7. Enemy Actions UI now shows number of enemies to spawn


8. Introduced keyboard shortcuts:

  • Space = Pause/Unpause
  • 1/2/3 = Set game speed
  • W/A/S/D = Work / Tinker / Study / Build


9. Slow game speed is faster
(After heated internal discussion, I decided NOT to rename the game "8.333333s To Decide")


10. Bug fixes

  • Tower upgrades now apply to towers on the battlefield
  • Previously selected action is now retained (unless it's no longer affordable)
  • Targeting / damage in rightmost column no longer incorrectly offset 1 row down
  • Can no longer build on top of existing tower
  • Can no longer switch action while dialog is up (which broke the current action)


TODO / Known issues

  • Targeting towers take a couple of turns to start attacking
  • AOE towers take a turn to start attacking (until fixed, this is a "feature")
  • Enemies occasionally skip moving for a Tic (hard to reproduce)
  • Towers could use some smarter targeting (creatures that can be killed > creatures that will kill a tower > lowest creature)
  • Tinker sometimes shows duplicate research options
  • Add Tooltips / guide for new players
  • More sound effects / music (I haven't composed music before)

Comments

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I won

Nice work - Bluort would be proud!