The core gameplay loop revolves around placing arcade-style machines for penguin customers to enjoy. Each machine generates money after being used, which the player must collect manually. However, machines occasionally break down and require repairs.
• Each type of machine features a unique mini-game that must be completed to successfully perform a repair.
• Repairs also cost money, adding a layer of resource management.
Each level in Polar Palace Casino becomes progressively more difficult.
• Players face increasing numbers of customers, tighter space for machine placement, and more demanding service expectations.
• The required number of machines increases, and the countdown timer adds pressure to keep everything under control.
• As the clock ticks, stress rises - can you keep the casino running smoothly?
Your customers - penguins - are not known for patience.
• They want fast service and sometimes request specific machines.
• If they wait too long or their expectations aren't met, your casino risks being shut down.
• Worse yet, if a machine breaks mid-use, your penguin customers will be disappointed - so keep things running smoothly!
The game mixes time management, strategy, and fast-paced repair mini-games in a charmingly chaotic penguin casino setting.
We, as a team, spent a considerable amount of time balancing the machines. Our core idea was to gradually increase the price of machinery as the game progressed. This would encourage players to make meaningful decisions:
• Should they invest in one expensive machine?
• Or place multiple cheaper ones to cover more customers?
Since money generation and customer satisfaction are both vital for progressing to the next level, the choice of machines was intended to be a key part of the strategy.
However, during mid-development, we discovered that players were abusing a loophole — simply spamming a single type of cheap machine. This broke the intended gameplay loop and reduced variety.
To address this, we recalculated earnings, adjusted machine costs, and rebalanced customer satisfaction values. In the end, we succeeded in creating a system that, while not perfect, encouraged players to experiment with different machines and adapt to new situations.
This feedback-driven change significantly improved the overall gameplay balance and variety.
• Play in browser at Itch.Io: Link
TowerDefensio was initially planned as a quick side project. My main goal was to create a Tower Defense prototype with scalability potential, and I believe that goal was fully achieved. The result is a complete and playable prototype that includes all the core mechanics of the genre. Additionally, the game features unique artwork that I created myself, which is something I’m particularly proud of.
That said, there are still some issues that need to be addressed. The game becomes too easy rather quickly, and if I were to improve it, I would focus on balancing the gameplay. This could involve adding new enemies and introducing debuffs for the player to ensure the game remains challenging throughout the entire experience.
• Game engine: Unity
• Engine version: 5
• Coding language: C#
• Other tools: Aseprite (pixel art)