Inspiration

It all started with a mix of Celsius Energy Drink, ambition, and a bit of nerves. As a team entering our very first hackathon, we wanted to create something that wasn’t just fun to play, but visually and mechanically driven by the theme. The eternal struggle between Blight and Bloom sparked our imagination. We wanted to give players a choice: do you nurture the resilient, numerous forces of nature, or do you command the heavy-hitting, destructive power of the corruption? That spark became Enchanted Defense.

What it does

What it does...in the future..?!? Enchanted Defense is a top-down tower defense game showcasing a battle between two different sides: the natural Bloom and the toxic Blight. The main goal is to strategically place defensive towers to protect your central power crystal from waves of oncoming enemies.

-The Bloom Faction: Focuses on strength in numbers, rapid fire rates, and map-spreading synergy.

-The Blight Faction: Relies on slow, hard-hitting, high-damage single-target strikes and area-of-effect corruption.

Players strategically place towers, manage their resource pools, and try to survive increasingly difficult waves as the map dynamically reflects the balance of power between the beautiful Bloom and the decaying Blight.

How we built it

For this hackathon, we focused on establishing the visual identity and structural layout of the game. Instead of building the entire game from scratch, we implemented the basic functions of the layout and lighting to showcase our theme's atmosphere. We built using the Unity game engine and C# scripting.

To turn this prototype into a fully complete project post-hackathon, we plan on using:

  • The Unity Game Engine: To tie our graphics, level layouts, and visual scenes into an interactive application interface.

  • Pathfinding: Implemented dynamic waypoint navigation for enemy AI to traverse the map.

  • C# Scripting Layout Structures: To program our grid-placement logic for tower installations, wave-spawning mechanics, and custom enemy tracking loops.

  • Lighting & Art Assets: To expand on our high-contrast layout, contrasting vibrant greens and pinks for the Bloom with deep purples and sickly greens for the Blight.

Challenges we ran into

  • First Hackathon Hurdles: Being our very first hackathon, figuring out how to manage our limited time and set up team roles.

  • Brainstorming Overload: It took us a lot of time just to agree on the final project concept and figure out what features we could actually build.

  • Learning C# on the Fly: LaDonna had to scramble to learn C# coding language basics live during the event to help with documentation and code logic.

  • Building vs. Workshops: It was tough balancing active development time with taking breaks to attend the educational event workshops to build our skills.

Accomplishments that we're proud of

Our biggest accomplishment is simply crossing the finish line and submitting our very first hackathon concept project! Stepping into the competitive hackathon world was challenging, but pushed a basic foundation, and future design and concept artwork for the game to Devpost before the buzzer.

What we learned

As first-time hackathon attendees working as a duo, it was tough but incredibly rewarding. While we only completed the basic foundation, future gaming concepts, and design art work, we gained great hands-on experience with:

  • Basic prototyping: Building early systems and troubleshooting baseline bugs directly inside Unity.

  • Team workflow sync: Managing smooth communication channels and navigating live version control together.

  • Submission cycle: Understanding how to bundle, document, and submit a project for formal judging.

  • Acquiring new code: Stepping up to learn entirely new programming language logic on the fly.

What's next for Enchanted Defense: Blight vs. Bloom

Our core focus moving forward is on refining and finalizing Enchanted Defense by expanding upon the initial universe we established this weekend. Our development roadmap features:

  • Dual-Campaign Mode: Introducing a campaign progression system where level choices dynamically reshape the following terrain.

  • More Tower Variants: Adding extra tower options for both factions.

  • Polished Soundtrack: LaDonna will be taking charge of creating a fully polished soundtrack to truly immerse players in the battle.

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