Dark capys were worshiping the big eye on tower in peace.

But to other capybaras this was a heresy and they decided to invade.

Protect your faithful followers!

Game contains:

  • about 30 minutes of gameplay
  • 4 stages of normal tower defence mode
  • 5 stages of rhythm mode unlockable after finishing normal mode
  • 4 enemy types with different abilities
  • customizable eye on a tower that potentially is evil (but there is no proof of that!)
  • medals, stats, etc.
  • touchscreen support on mobiles
  • saving progress per stage
  • cool music by Snabisch
  • a LOT of Capybaras

Info:

Progress is stored in your browser and will be cleared when cache is deleted!

If you wish for more permanent progress storage consider downloading executable version for your device.

You can also download images for Steam library

Published 1 day ago
StatusReleased
PlatformsHTML5, Windows, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorwolfish-software
GenreShooter, Action, Rhythm
Made withGodot, GIMP, Audacity
Tags2D, Casual, Godot, No AI, Shoot 'Em Up, Singleplayer, Touch-Friendly, Tower Defense
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse, Touchscreen
AccessibilityConfigurable controls
ContentNo generative AI was used

Download

Download
Capy Siege - Windows 120 MB
Download
Capy Siege - Linux 86 MB
Download
Steam Library Images 775 kB

Comments

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Well, I just finished the game, including Rhythm Mode. It was really fun! The concept is interesting, the enemies are diverse (Capykaze is my favorite), the gameplay doesn't get boring after the first round (even though I expected it to), and I really enjoyed the music. But I'd like to go over the problems that prevent this game from being perfect to me:

1) It's really hard to tell when the beam attack recharges. Yes, it recharges every 10(?) kills, but during intense gameplay i'd like to have clearer indicators. The recharge sound is too quiet (especially when there are a lot of enemies), and the visual indicator blends in with the color of the light from the tower's eye. I didn't even notice it on my first playthrough, I was constantly looking for some kind of visual sign.

2) I REALLY love the idea of Rhythm Mode, and I was very excited when I got it. But the mode has two big problems: the first one is that the rhythm is tied to an in-game timer, not a delta/music timer. Any lag / Game Pausing / slow HTML running completely disrupts the rhythm, because the rhythm doesn't try to match the music, it plays separately by the timer, and after few seconds Rhythm Mode turns into a madness. The second problem of this mode: although there is a visual indicator, it's almost invisible due to the light from the tower's eye like it was with the beam recharge indicator. It may sound comical, but to play Rhythm Mode comfortably, I had to change the tower's eye color to black (making it completely invisible) and... turn off the music :D I simply stared at the indicator and clicked along with my inner metronome.

Aside from the issues, I really enjoyed the game. I played both the HTML and Windows versions, and I really wish the rhythm in Rhythm Mode would work properly, because i really liked this mode!

Oh, and yeah, my personal record in Rhythm Mode is 4501959000

(1 edit) (+1)

Thank you A LOT for your feedback :) I really glad you enjoyed the game, it made my day. As for the issues you mentioned:

1) true, I was thinking of adding an icon above/below the "eye" crosshair for the first stage, or at least for first 2-3 recharges so that player will get what he should do quicker, but your suggestion with louder recharge sound and maybe some more distinctive visual sign is good

2) yeah, the Rhythm Mode was as this game was originally planned and it ran well while testing on local machine, but then I run into problems with running it without lagging on browsers, and as this is mainly a browser game, I changed main gameplay and put Rhythm Mode as a bonus at end. Yeah, syncing rhythm timer with AudioPlayer would probably reduce the drift, though even if it reduces lagging it probably won't fix it completley, especially on mobile devices

Again, thank you for your time and feedback, if I update game in future I will try to address them, but probably won't update the game any time soon, as I have other priorities currently :)

And great score!