Ammo flow 

Welcome to the Game!

We have a base and we need to defend it.
But there's a catch.

The turrets?

They’re already in place.
No building, no selling, no upgrades. 

You control the ammo!


In this game, you should choose which ammo to produce for which turret, and control the loading and unloading of ammo depending on the incoming enemies.

It was made in 13 days for the 2025 Gamedev.js Jam,

Your Role

  • Turrets are pre-placed.
    You cannot build, sell, move, or upgrade them.

  • Ammo is your strategy.
    Choose which types of ammo to produce and load into the turrets.

Ammo Production

On the right, you'll see four factories.
At each factory, you can:

  • Choose an ammo type to produce (you can choose the same type at multiple factories).

  • Assign workers to start production.

    You need at least one worker for a factory to run.
    You gain one worker per wave.
    Each assigned worker increases the amount of ammo produced per cycle.

After production, ammo is sent to Warehouse.

  • The STOCK field  shows the amount of the selected ammo available.

  • To view your full inventory, open the Warehouse window at the bottom.

Enemies

The Enemy Info Panel shows:

  • The types of enemies that will appear in the next wave.

  • How many of each type.

At first, waves contain only light enemies.
Stronger enemies will appear later.


Tips

  • Start with the machine gun's default ammo.

  • You can unload ammo from one turret and reload it into another if you're low on supply.

  • You can enable auto load for turret. It will load selected ammo from warehouse if empty

  • Dont forget: you can and should repair base  

Turrets

The game features several turret types, each with unique behavior:

  • Machine Gun
    A versatile, all-purpose turret.
    Can be used against all enemy types with appropriate ammo.

    • AA (Anti-Air): Specialized for targeting aerial enemies.

    • AP (Armor-Piercing): Designed to penetrate armored enemies.
      (AP rating from 0 to 1, where 1 means 100% armor is ignored.)

  • Artillery
    Long firing range, high damage, and splash damage.
    Cannot target air units.

  • Flak Cannon
    Effective only against air units.
    Higher damage and splash compared to machine guns.

  • Railgun
    Extremely high damage, long range, slow fire rate.
    Ammo production is slow — manage it carefully!

  • Plasma Cannon
    Fires a continuous beam at medium range, damaging all enemies in its path.
    Long reload time but great at clearing enemy lines.


Units

Enemy unit parameters:

  • hp – unit health

  • spd – movement speed

  • rng – attack range

  • arm – armor (countered by ammo with AP stat)

  • dmg – damage dealt to the base

  • type – unit type: air or ground

    • Turrets loaded with anti-air ammo cannot target ground units, and vice versa.


Updated 21 hours ago
Published 3 days ago
StatusIn development
PlatformsHTML5
AuthorXir
GenreStrategy
Made withBlender, Phaser
Tags2D, Management, Top-Down, Tower Defense
Average sessionA few minutes
LanguagesEnglish
InputsMouse

Development log

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