Tombstone Tactics
Controls:
| Move | W A S D or Arrrowkeys |
| Interact / Build | Left Click |
| Attack / Cancel | Right Click |
By Hobfield
Robin Field - Programming, Art
Billy Hobson - Programming, Sound
| Updated | 12 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Authors | Robin Field, Billy Hobson |
| Genre | Strategy, Shooter |
| Made with | GameMaker |
| Tags | 2D, Atmospheric, Ludum Dare, Ludum Dare 58, No AI, Pixel Art, Short, Spooky, Tower Defense |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Accessibility | Subtitles |
| Links | Ludum Dare |

Comments
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Agree with the other comments about this having a narrative arc. Great job.
Probably a bug, but building the barrier lets you infinitely "retire" to get more barriers? Although it also seems using the barriers is bad in the long run anyways.
Thanks very much!
Yeah, the barricades are pretty unfortunate as they are now; they were part of the original idea, which was moreso about picking and choosing what lanes are open in order to get the materials you need, while minimizing threat. It ended up straying away from that and the barricades just don't really fit in with how it currently works.
And that does sound like a bug to me. Added to the list for whenever we have the time.
This was a ton of fun, I would love to see a larger version of it!
I found the twist funny of the last path to come around being... well "Non threatening" is all I will say to avoid spoilers.
I have one idea to recommend if you develop this further or make something similar: in between waves it may be good to increase walk speed for the character, then lower it when they start a wave.
Thanks for the feedback, very glad you enjoyed it!
The final wave thing almost didn't make it in, so I'm glad it was worthwhile. 😉
I agree about the walk speed, it does start to get tedious to walk around building towers as the level expands, and I think it also ends up encouraging you to consolidate your towers around a single area, which is not quite what I'd like. (Although I think there are other choices at play there, too.)
My main strategy for this particular game ended up being to try and optimize my placements while conserving resources to apply to new routes that come in as they appeared so I wouldn't be left too wanting later. I did end up placing units farther out from the middle but there was a little bit of grouping later on as bat spawners came around and I needed an archer or so close by to keep things safe.
I will follow you on here and keep an eye out for more of your games!
I win! It took me 4 tries I think. It was fun and I concur with everything the person below said, I really like the artstyle, the "narrative arc" with the extra paths opening is great and I got delightfully surprised by the jumping enemies (in level 8 or something?) who defeated me before I eventually won the next time (I locked the enemies from level 10 behind a barricade and will never know what they would propose).
Appreciate the thoughts, I'm glad the jumping zombies weren't just confusing and annoying; I really wanted to fit in some more out-of-the-box enemy behaviour, for better or worse.
I never even thought about people barricading the last wave, which is pretty funny once you know what it spawns, the barricade feature itself needs a lot of work.
Very fun game with good controls and a fantastic artstyle. Love the variety in enemies and how more paths appear during the game!
Thank you very much, you're my best friend.