July 10th 2023
Tower Offensive is an inversion of the traditional tower defense genre conceptualized and developed during a 48-hour game jam hosted by Game Maker’s Toolkit. I joined a team of former classmates, and with the theme of “Roles Reversed” we created a game where the player deploys monsters on a path to attack a castle defended by an AI’s tower defenses.
Engine | Unity Duration | Two Days Team | Five Roles | Systems Designer, Project Manager
Download the Game
Role and Contributions
As the Systems Designer and Project Manager, my primary responsibilities were to facilitate discussions on game mechanics, establish a smooth gameplay loop, and manage the development process. Utilizing a flowchart, I helped my team visualize how the different game systems would interact, thus keeping everyone aligned on our development goals.
Game Mechanics
In Tower Takedown, players generate currency over time, which they then use to summon a variety of monsters with distinct attributes and attack types. This mechanic was designed to mirror the wave system of traditional tower defense games, driving the player to strategize on deploying different monsters to outmatch the AI’s defenses. We implemented a system for the AI to randomly place towers from a grab bag of hand picked towers, thus providing a new challenge for each level played.
To maintain a sense of urgency and replicate the traditional tower defense endgame scenario, a timer was also incorporated. This not only added tension but provided a clear end point for each level, keeping gameplay tightly focused and exciting.
Project Management
To ensure smooth progress and efficient collaboration, I established a Trello board for tracking the development tasks. I, along with another team member, took responsibility for managing the board and discussing which features to prioritize or cut in order to meet our deadline.
Outcome and Reflection
Despite the inherent time constraints of a game jam, our team successfully submitted Tower Offensive within the 48-hour deadline. We were satisfied with our accomplishment, even though we had to cut certain features due to time limitations. These features included tower and troop upgrades, complex maps with side objectives, and a fog of war mechanic.
Future Plans
We see potential in Tower Offensive, with its interesting role-reversal concept and engaging gameplay mechanics. We are considering further development of the cut features to polish the overall experience.
In the end, participating in this game jam was an enriching experience that honed our skills in rapid prototyping, teamwork, and effective time management. It was a testament to our ability to think on our feet, innovate, and bring a fresh twist to a beloved genre. The lessons we learned and the camaraderie we developed during the game jam will undoubtedly be valuable in our future game design endeavors.