Foon →
Ludum Dare Explorer →
LD39 →
Power Core
Power Core
By augustetheclown and MufinMcFlufin
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 568 | 3.13 | 24 | |
| Fun | 634 | 2.81 | 24 | |
| Innovation | 573 | 2.81 | 23 | |
| Theme | 663 | 3.09 | 24 | |
Comments
It's a nice little game, I like the particle effects. It wasn't too hard, though - in fact, it seemed difficult to lose, using the strategy of just placing turrets unless I could see the energy meter. Maybe if the turrets consumed additional energy, that would create some interesting tension there.
dob
2017-08-01 05:09
Fun, slick little game. Looks nice with simple art. It was too easy - I ended up with enough turrets that they instantly destroyed every incoming ship. The only challenge came when I accidentally put them too close to the edge, so that the enemy triangles died offscreen, so I couldn't see their energy pods. But I liked the look and control feel, and I think with some balancing, or with some way for the turrets to die, it could be cool.
Great idea having to choose between recharging and building more turrets. I only wish the difficulty could have ramped up to put my giant turret network to the test. This is definitely an idea that can be expanded with different towers, enemies, and rewards, perhaps even multiple bases. Great work on this!
First to Comment haha! I noticed this game was created in 8 hours, good job. First issues: Game objective was kind of confusing overall, as well as what some features did ( or you had planned for them to do ). My first run I tried to dodge the triangles(SUCCESSFULLY!), which didn't turn out to be the point or matter because they did not affect the player (We'll call it 'Roomba') nor did they affect the center tower(?) Another thing I noticed is that power didn't do anything. Which basically is an instant 2 of 5 of less in theme :( When The circle retreated to the center nothing happened, and I waited a good 5 seconds. I'm not sure if it was a glitch or there is no effect. So in essence, those power cores did nothing (except make turrets). Game was a little too easy all things admitted. But I really liked the design. Roomba was a nice main character to play with easy movement. The turret feature was really quite neat. Just a few more cleanups in the right spots and it could be quite the game. Nice job.
sanjeev
2017-08-01 05:34
Very well done for only 8 hours! The concept is fun and I like having to choose between creating new towers and using the cells to recharge the power core. As others have said, would love to see more work on this; I think having multiple cores to juggle would be a fun challenge.
jorbits
2017-08-01 23:39
overcharged..JPG
I really like to see a tower defense game. I love this genre. But the game is way too easy after understanding it. Also sadly there is no gameoverscreen, music and sound. But for 8 hours the game is really good.
Wow, I really like this game. Fresh take on tower defense and fits the theme well. Would be nice to see it more fleshed out!
le-slo
2017-08-02 22:26
For 8 hours this is great, an original approach to tower defense games and fitting perfectly to the theme. Congratulations.
jwin
2017-08-03 00:51
Really fun idea! I liked that you have to choose whether the resources go to maintenance or defense.
Like others said, it does get easy too quickly. It was the most fun in the first half a minute or so when I needed to figure out what everything does and set up a basic defense.
kornel
2017-08-03 06:54
This is actually one of the best games I've played so far!
What I like: - graphics - multi functional energy - difficulty
What would make me like it even better: - a mouse + WSAD control (and not only WSAD) - music - sound effects - a win condition
It works well, the mechanics are interesting. It does lack a end screen and some kind of increased difficulty over time (maybe make the towers have limited bullets/time and more enemies). I think it would also benefit from faster turning, it felt a bit slow to turn.
tymus
2017-08-05 15:24
Ayy, another quickly made game :D I think you're allowed to upload a version with a game over screen and some bug fix. Cool game, as they say, maybe a bit too easy, you could make the enemies destroy the towers when they hit them or lose energy when you collide against an enemy
ogma
2017-08-06 13:35
You did well for an 8h project.
The graphics are simple but correct enough to understand what's going on and "what is what". The game played smoothly, I caught no bug, the controls are easy to understand / use. I liked the "fluidness" of the game, you can move in circles, grab a cell, turn it into a turret grab an other cell and bring it to the core all in one big movement.
The concept is pretty interesting, a fun take on the Tower Defense genre. The realization is good. Maybe a bit too easy.
A lifespan for the turrets, or making them consume energy could help increase the difficulty or even a SuicidalMob that could take with him a turret or two when dying or charging on them or simply increasing the spawnrate of the mobs? Adding a score or a body count could be a quick/easy addition that would let the player enjoy his Power Turret Empire.^^
Anyway, good job! :)
Towers seems to be a little overpowered as when you build some at the beginning everything works alone and you just have to bring some cells. Anyway the game is working, great job :thumbsup:
capitals
2017-08-06 20:44
I enjoyed it once I learnt how to play it. It does get quite easy when you have enough turrets.
A fun little game, and a good job for being made in such a short time.
That said, there are certainly a few things that could be done to improve it. The most important and simple to fix of these is the spawn-rate of the enemies. There needs to be some kind of curve so that the game becomes progressively more difficulty. It would also be nice to see the enemies taking more hits to kill the further you progress.
On another note, the control scheme is a bit of a pain to use. I know you posted exactly the opposite on my game, but you could really benefit from using a mouse-based control scheme! It would make playing feel a lot more flexible and far less clunky because you would be able to accurately change your direction in an instant.
Now, I know you also wrote the opposite for this as well on my game, and I guess it's simply a matter of taste, but I feel that your game could also easily benefit from an *'exposition dump'*. Context in a game can make even the simplest of gameplay mechanics and graphics mean infinitely more -- leading to a more satisfying, fantastical, and enjoyable experience for the player. For example, you could just be mindlessly killing monsters, or you could be hero saving an ailing kingdom from a scourge of murderous goblins... given the right context ;)
All in all, despite all my criticism I really did enjoy the game, and I feel like it could certainly be one of the best this jam if you had spent more than 8 hours on it :)
Keep up the good work -- I hope to see you around next Ludum Dare!
wevel
2017-08-09 23:34
I think that this has the making of a good game but was barred down by several issues some worsening the first experience of the game.
One of the first issues I found, is that there is absolutely no difficulty to it. This means that you can just make a wall of turrets around the core and you only need 3 or 4 shots to kill an enemy so you don't even need that many. Also, when you increase the range of the core, it increases it too much, such that you get to the point where it never runs out. This increase seems to be making the radius bigger each time, rather than the area, which I feel would have worked better.
I also think that enemies should spawn at an increasing rate as well as have more health to require more turrets to kill them. This would force the player to keep picking up new cells make new turrets and so make have to decide between powering the core and making new turrets.
Another problem is that the controls are kind of annoying, it would be much nicer if there was a mouse base control scheme where you could click to make the player to a point or just follow the mouse cursor. Having to turn the direction of the player is kind of awkward, even just making it so that WASD moved along the coordinate axis would be better, or that the player pointed to the mouse and then WASD moved based on that direction.
Overall, I feel that if these problems where fixed this could be a great game, and yes, I do understand that you only spent 8 hours making this so for this time, issues are sort of expected.