raccoonludos 2018-04-23 15:41
I really like that idea, it's simple but fun, a bit more variety of towers would be good, but this is cool for the compo. Good game.
Foon → Ludum Dare Explorer → LD41 → Point-defense Hell
By polyhatsteve
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 374 | 3.33 | 20 | |
| Fun | 292 | 3.36 | 20 | |
| Innovation | 493 | 3.05 | 19 | |
| Theme | 458 | 3.35 | 19 | |
| Graphics | 600 | 2.56 | 17 | |
| Audio | 234 | 3.15 | 18 | |
| Humor | 1.82 | 16 | ||
| Mood | 526 | 2.64 | 19 |
I really like that idea, it's simple but fun, a bit more variety of towers would be good, but this is cool for the compo. Good game.
Good game overall! I really enjoyed the bullet-hell aspects of it. It is a little shallow - more depth of play would suit it. The graphics fit well together but don't create much of an experience, which could be improved. Excellent Compo game, you should be proud of it!
I really like it! This game is simple but it works and makes fun. But it's also very hard. I've died at wave 7 I think. Any win strategies out there? :grin:
For a compo game, it's not that bad. There were a few things that annoyed me:
* The collision detection between the player and the enemy bullets is really bad, it seems as if the player had a point collider at the center, and bullets, that seem like they should hit just pass straight through * I generally don't like Unity and Unreal for small games, as their performance overhead is really significant compared to a lower level engine, like libGDX, therefore the game runs much slower. I like playing with 60+ FPS, but the game just didn't want to go above 45 on my laptop * I got a Game Over screen, and the game went unresponsive. You should've at least create a `Restart` button, because now if I wanted to play more, I would have to exit the game, and open it again.
@Nico H. Thank you! The most useful thing is to place upgraded slow towers near the bottom to help dodge, and then tons of defense towers. After level 5 you need tons of anti-enemy towers though because you just can't block all the bullets. :P
@tthe Thanks for the thoughtful response! Yeah the game does perform poorly, but that is mostly not the engine's fault haha. I'm doing some pretty expensive things for the point-defense towers, and the game is actually 3d rendered using an orthographic camera...! I was going to go with a 2.5D style but didn't have time, so I ended up with a poorly-performing 2D game, haha. The collision problems partly stem from that as well.
I had a restart button rigged up as well, but it was super buggy so I just left it out for the release. Sacrifices had to be made to meet the compo deadline, heh. I mentioned it on the itch page further down, but I've moved it up to the top now. Anyways, cheers!
I liked the gameplay mechanics a lot, a simple combination well done in the mechanics sense. It was fun to play and that is probably the most important aspect. There are issues with collision detection and some menu bugs(construction menu open in fighting phase). However one thing that I think can improve the game greatly is the selection of color palette. The colors feel a little muddy. Still it was a great game to play.
Love this idea, especially since I'm not great at bullet hell games so the ability to pre-plan a strategy makes it a little easier in some ways. I like the balance between the turret types. I played around with a couple different strategies. I think one issue is that as cool as the slowing mechanic is, it makes the bullets harder to predict since their speed keeps changing. Kind of removes the pattern-recognition part of bullet hell games, which AFIAK is what makes it possible for people to make sense of that many bullets.
Anyway I definitely had fun with it. I'd play a polished and expanded version of this for sure. Good job!
Great gameplay! It was definitely fun and engaging. You did a great job balancing the tower defense and wave difficulty. Awesome work.
I have a huge problem with the controls - I don't think that bullet hell games are supposed to have acceleration in the controls. It makes it harder to control the ship if you have to constantly deal with the momentum. I was able to build a layout where I never had to deal with pretty much any bullets since they were all slowed down and destroyed before they reached me, and then I lost to the FPS that dropped to like 5 on ~23rd wave. I love the general idea, and the gameplay is quite solid, good job!
@Evan Minto Thank you! Also yeah, the slow turrets can actually make it harder if you build them too high up, haha. The best place seems to be to put them near the bottom just to give you more time to dodge without disrupting the patterns too much.
@Zinkler Yeah it did strike me that something was a bit off with the controls as I was testing the game. I've been playing some touhou lately and it definitely does feel more floaty than it should. I think the problem comes down with using the Unity "axes" system, so I'm going to have to experiment with just basic button inputs later on. Anyways, thanks for the input!
Great job. The game engine runs smoothly and it's got effective visuals.
I like the idea. Even without a tutorial, it was really clear and easy to master. I lost on Wave 8 but it was really fun. Great job.
I'm not a big fan of bullet-hell games, but I enjoyed this game quite a bit! "Tower Defense" element makes the game much more interesting.