Type Chart:

Green -> 2x damage
Yellow -> 1/2x damage
Red -> Immune (0x damage)
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How maps are generated:

This game uses two different generation methods. 

1. Some maps use 2D noise maps with 2 tile types.
2. Some maps use Prefilling + Wave Function Collapse
2a. The grid is prefilled with blobs (diamond or squares) of various tile types
2b. WFC is used to fill all the gaps.

The use of these methods is described below:

Level 1-3
WFC with blob fills of type grass, ice, and stone
Level 3-6
1. Noise with grass and stone OR
2. Noise with grass and water OR
3. WFC with blob fills of grass, ice, and water OR
4. WFC with blob fills of grass, stone, and magma
Level 6-9
1. Noise with magma and stone OR
2. Noise with ice and water OR
3. WFC with blob fills of ice, stone, water, and magma
Level 9+
1. WFC with square fill of magma
2. WFC with square fill of water
3. WFC with blob fill of magma
4. WFC with blob fill of water
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorsFlooflez, JustPlainPurple, nabiraahmad
GenreStrategy
Made withGodot
TagsRoguelike, Tower Defense

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