Ostrom is a Tower Defense game, where instead of defending, you're taking back the land the enemy has taken from you.

Controls:

Left Click:

  • Select tower
  • Select upgrade for selected tower
  • Select and use spell

Mouse wheel:

  • Hold and drag mouse to move camera

Team:

Art: KovagoD

Programming: Fenderbate


Programs used:

Game Engine: Godot

Map builder: Tiled

Art: Photoshop


Assets used:

Intro Music: https://opengameart.org/content/battle-music-0

In-Game Music: https://opengameart.org/content/orchestral-battle-music

Font: https://www.dafont.com/octavius.font

StatusReleased
PlatformsWindows, macOS, Linux, HTML5
Rating
Rated 3.7 out of 5 stars
(15 total ratings)
AuthorsFenderbate, KovagoD
GenreStrategy
Made withGodot
Tags2D, Fantasy, Game Maker's Toolkit Jam, Medieval, Pixel Art, Tower Defense, tower-offense

Download

Download
linux.zip 14 MB
Download
mac.zip 26 MB
Download
win.zip 13 MB

Comments

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So it's tower defense... but backwards.

(+3)(-1)

Cant move the camera.

(+1)(-1)

Cant move the camera.

(+4)

The description needs to be updated: scroll-click, not left-click, is used to move the camera.

Cant move the camera.

(+3)

I can't move the camera

As the game everything is good really. It has nice art, and (mostly) obvious mechanic. Yea, the part that you can move the camera and you need to defeat last castle is wrong in many ways. Just try next time to make this stuff understandable to player even without tutorial.

However, from the design perspective, the game isn't very original. I've seen that type of games even before this gamejam. There is also a AAA project, that replicates same gameplay, but in urban setting. 

I know the "defeat the castle" objective isn't that abvious because it has no health bar (which I'm working on and it'll be added to the post-jam version), but I don't know how I could make the camera control move obvious then literally writing  it in the controls.

I know it's not original, but my friend insisted on making a reverse tower defense game and it's a gamejam entry afterall we didn't want to waste too much time on coming up with an idea :P

You don't need to be absolutly original. You are making a good work, so keep it up! :)

Advices for postjam:

About castle - either add health bar or make castle more destructable (less health or visual feedback of it's destruction)

About camera. I recommend you to either cut this feature entirely (making smaller levels that fit on one screen) or redo controls - add arrows at the sides of the screen, and allow control camera position with cursor (just like any RTS do it)

I second that. The camera is impossible to control using the trackpad on a laptop

This is a common theme. The creator never said their idea was never made before.

(+1)

I took me way too long to figure out that the last castle needed to die. A health bar would have gone a long way, as I thought I was just waiting for all my units to leave the map. It's an interesting concept and is interesting once you learn all the mechanics, but I only figured everything out as soon as the game was over.

Yea the "Defeat the castle at the end" objective isn't really clear, I didn't have too much time to finish it up and I forgot to add an attack animation and health bar to the castle soo... yeah sorry about that :P

I'm also quite bad at making tutorials and sadly, this is the best one a made so far :'D

If this gets made into a full game, I'll make some tutorial mission, that should be good for an explaination.

Also, thank you for taking your time trying to understand the game, we really appreciate your effort :D

(+1)

Nice art. Game gets impossible to beat around the third level. Castle could have a HP bar perhaps?

Yes I forgot to add the health bar and attack animation to the castle sorry about that.

Haha np, a game jam is a game jam!

(+1)

Nice game (sorry for my broken English)