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# System prepended metadata

title: MiniJam 108 - Seaside

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# MiniJam 108 - Seaside
###### Limitation: Everything dies in one hit

## Concept Sketch:
###### Bullet points starting with ```¿``` indicate proposed/potential idea/mechanic
#### Ideas:
- Tower defense game on a beach
- Towers are sandcastles
- Advancement is from right to left - similar to Plants Vs. Zombies. Player must defend left end, water/waves and enemies come from the right
- Resources to build sandcastles (Sand?) can be gathered by digging up empty tiles, turns them into water channels
- ¿ Maybe ocean waves (Reset Waves?) reach up as far as the farthest channel?
- ¿ Reset Waves destroy all towers caught in the way, BUT they also convert water channels back to regular empty tiles
- ¿ Enemies destroy the first tower they touch then retreat? 
- ¿ If an enemy falls into a water channel, they turn the next solid tile into a water channel (without yielding Sand resources), automatically destroying any tower built on that tile (then retreat)?
- ¿ Only rows of tiles reset by the last Reset Wave can be dug up (water turns sand into wet sand, fit for building): player must balance allowing the Reset Wave to get high enough to make enough tiles diggable, but must also stop the Reset Wave from getting so high that it leaves them too vulnerable?
- ¿ Perhaps when an enemy digs up a tile, any nearby dry sand is also destroyed?

#### Questions:
- When do Reset Waves appear? At the end of each wave? 
- Is it wave based or a constant barrage?
- Do only empty tiles touching the waterline flood, or does any tile dug up anywhere flood?
- How to we incentivize players to dig up empty tiles near the sea?

#### Proposing mechanics:
- Towers take up anything from a single tile upward
 - player has to be aware that larger towers can still crumble if even one tile is destroyed
 - can build defensive "blockades" (single walls) as a guard
- ? Enemies just come in straight lines from the sea, but at random pre-generated points

## Game Entities:

#### Towers (in-game: "Sandcastles")
- ```Wall``` - Is destroyed when an enemy reaches it but the enemy is defeated (very cheap)
- ```Splash/Punch``` - Attacks enemies in the tile directly in front of it
    - Can be upgraded to attack enemies in the tiles surrounding it in every direction
- ```Archer Tower``` - Shoots a bullet forwards (which can only defeat one enemy)
- ```Trebuchet``` - Shoots a bullet targetting a specific tile 
    - Can therefore be placed on rear tiles while still being useful

- ```All-Seeing Eye``` - Reveals invisible enemies to surrounding towers 
    - 1 tile range
    - Expensive upgrade to apply to _all_ towers
- ```Mega Beam``` - Shoots a beam that destroys everything in that row in front of it, but will also destroy towers 
    - Can be upgraded to reduce cooldown?
###### Extras:
- ```Mortar Tower``` - Shoots directly upwards
    - Only defends from ```Flying Fish``` (and any other aerial enemies that get added) 

#### Enemies (in-game: "Critters")
- ```Standard Crab``` - Attacks the first tower it reaches, then burrows (leaves)
- ```Sand Crab``` - Same as ```Standard Crab``` but cannot be seen while on wet sand (except by towers affected by ```All Seeing Eye```)
- ```Snail``` - Same as ```Standard Crab``` but will not retreat after the first tower it destroys
    - Keeps going until it is defeated
    - Only ```Wall``` will make it retreat (makes starter tower still useful in late-game)
- ```TBD``` - Same as ```Standard Crab``` but will dig out the tile of the tower it attacks
###### Extras:
- ```Flying Fish``` - Targets a specific tile, then jumps at it from the waterline. Can only be defeated/defended from by ```Mortar Tower``` that is between the targetted tile and the waterline