THIS IS AN EARLY VERSION(DEMO)

At the moment, this is a demo version, as I have finished the core improvements and moved on to developing the full game. 


========Towerix91========

Towerix91 is a tower defense game in the style of PC games from the late 80s and early 90s. A warm color palette, soft CRT monitor effect, and an interface reminiscent of old operating systems create the atmosphere of a classic strategy game running on a vintage computer.

Place towers on the walls, manage resources, and fend off waves of enemies. The game features a skill tree that upgrades different types of towers and unlocks new tactical possibilities.


Crystals serve as upgrade points: they are earned by destroying enemies, but are only credited upon successful completion of a wave. The more powerful the upgrade, the rarer the crystals required to unlock it.


This is an old-school tower defense game where progress is built on calculation, efficiency, and thoughtful defense development.


Credits:
The game was created by Aquilarius (MrArcivorum).
The reworked monster assets and several textures were taken from VEXED https://v3x3d.itch.io/



Updated 6 hours ago
Published 2 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(4 total ratings)
AuthorAquilarius
GenreStrategy
TagsClicker, Idle, Incremental, Retro, Tower Defense
LinksSteam

Comments

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on chrome after wave 1 it gets stuck and does not progress to level 2.

Thanks for the feedback, I found and fixed the bug. If it's not too much trouble, please check again.

(+1)

The game design is simply magnificent. Otherwise, it's a good Tower Defence game. The only downside I would mention is that before upgrading a tower, it doesn't show what exactly it will affect. I would also like to be able to activate another wave during an active one, rather than waiting until the last enemy is dead. 

(1 edit) (+1)

Played all the three levels. Some short thoughts: the game looks nice, the sprites fit the Windows 95/98 type aesthetic. The colors are well done too. It was a bit frustrating that I couldn't beat the 2nd wave of the first level without leakage until I got some of the meta upgrades. No clue why this is listed as clicker/idle/incremental since it's none of those things. The tower types could lean a bit more into their strengths, I could beat the final level with just berserkers. When I used inferno towers their blast radius never seemed large enough to hit multiple units. It would be nice if towers didn't target units that are already about to die by a shot from another tower, so shots don't get wasted.

Overall pretty nice game. The design could be made a bit more focussed by pulling some of the meta upgrades into the main levels. For instance, allowing to further specialize specific towers by spending rubies, emeralds during the level. And the enemies could use a bit of variety. For instance, put bats in clusters of three so the infero towers area of effect can be put to use. As it stands, the meta upgrades feel like a grind required to beat the levels in the first place.

(+1)

Thank you for the feedback, I wasn’t sure how balanced and engaging everything turned out.

That’s a great idea “For instance, allowing players to further specialize specific towers by spending rubies or emeralds during the level.” I’ll try to gather more feedback and rework the repetitiveness.


(+1)

Happy to help, I hope I wasn't too harsh or anything! I do think you got something nice going here. Good luck!

Updated the demo and added a fourth level. If it's not too much trouble, please try it out and give me some feedback.

Please leave feedback - it will help me make the game better.