01
Dynamic tower defense
I designed and programmed the core loop, where turrets flip between two colours and only damage matching enemies — turning colour management into the central tactical decision.
02
Paired turrets
Turrets work in colour pairs, so covering a lane means balancing both colours at once. I tuned their placement and switching rules to keep that trade-off constantly interesting.
03
In-game economy
I designed the round-based economy — DPS, effectiveness values and per-round budgets — so every purchase between waves is a meaningful decision.
04
Aesthetics
We committed to a strict two-colour palette and a matching setting and sound design, turning the jam's limitation into the game's identity.