FoonLudum Dare ExplorerLD50 → Popiel Defense

Popiel Defense

By minus, Szatku, Just_Dante, Kraig, Ezykill, MatiF100 and TheMrEmperror

View on ldjam.com

CategoryRankScoreCount
Overall7253.5034
Fun6703.4033
Innovation12592.5833
Theme7433.6132
Graphics10283.1834
Humor4563.3431
Mood12032.9032

Comments

2022-04-05 02:09

From the mouse angrily shaking it's sword after death to rag-dolling enemies flying all around the map, this game is hilarious There are bugs, but they seem to only complement the game in a rather goofy way Being able to put defenses in the road, only to be surprised enemies passes through them like as if it was nothing, to no limit on defenses letting you make the terrain impossible for the enemies to traverse, it's just amazing

Also, loose the game at least once, the tower falling is the best part ever

A simply, buggy game that got me in the floor laughing, I loved it

daniel-klautsch 2022-04-06 15:24

This game is pretty fun, a decent normal tower-defense that entertained me for long enough, I even competeed with my team to see who got fuurthest. Wave 7.

Anyway, only problem is, why did you invert the mouse ? That is really my only gripe, its just feels so... off.

But otherwise excellent game. =D

steven-vd 2022-04-06 15:38

Apart from the obvious visual bug of the water being purple (at least on the browser version), the game's graphics are really nice. A lot of effort was obviously put into the mice's models and animations. It's unfortunate that the nature of the tower-defense style gameplay punishes not being as far scrolled out as possible, as zooming in to look at the mice means possibly missing dangerous situations in other places.

There are some bugs/minor annoyances, like being able to place buildings through the UI and tower effects and their ranges not being communicated to the player.

Overall though, I enjoyed the game and I especially liked the art.

martenscedric 2022-04-07 15:16

When the archer shoots the enemy get pulverized so far :smile: The ragdoll effect is hilarious

lolopupka 2022-04-07 15:21

Great job! I love the art style and UI elements. Also that's very cool that you fixed some bugs.

raptor851 2022-04-08 03:05

Good job, didn't realize at first you could zoom out and rotate, helped a lot. Archers seemed actually more effective than the mages, another layer to the gameplay like upgrading the archers could have been nice.

gix 2022-04-08 04:30

Odd camera controls but the game is pretty solid. It's bright and colorful and the game goes straight to the point. I initially panicked when I ran out of gold and realized that there were 2 other roads to cover but gold accumulates relatively quickly so it's nice to know that there's a way to come back from mistakes on your first attempt.

uinelj 2022-04-09 11:30

Fun game! The balance is a bit funky (but that makes it really inevitable to lose, or I am way too bad at this) but the 2d sprites are really funny.

minus 2022-04-09 11:50

@uinelj There's pretty much no balance. We've been testing it in last 20-30 minutes if it is even working, so yeah. It might be too easy or too hard. But thanks for comment :D

jelch 2022-04-09 15:01

Great jam entry! Seems well set up for a post jam version!

imaginary 2022-04-09 17:25

Looks good, but the camera controls are a bit weird and difficult to manage. It's a great start on a TD game; more tower types / options and stats on the towers would really improve it.

alurian 2022-04-09 17:40

Great start for a great TD! Missing some info around the towers and the characters. but great job

skleembof 2022-04-09 17:46

That was fun for a while, but eventually the troops became way too strong. Since you can't upgrade your towers, defeat is definitely inevitable.

I know balancing is a very difficult thing to do (my game is very unbalanced) but I think an easy way to extend the gameplay is to not have the mice spawn from all 4 docks right from the start. I Imagine that was your original idea since the mice come from ships and it makes perfect sense that they would arrive at different times as reinforcements.

The dialogue was funny and very intense, the graphics are nice but the complete lack of audio was kind of jarring. A looping soundtrack and projectile sound effects are very important for tower defense games to keep it from getting boring.

Good job on the game and coordinating such a large team in such a small amount of time

hungrycatgames 2022-04-09 17:48

Tower Defense games are some of my favorites and you did not disappoint. Although the ramp up in difficulty was very abrupt! Then again it was inevitable. Only adjustment I'd suggest is less aggressive movement on the rotate. It took me a while to get control of the camera, the rest, though, was spot on. Well done.

minus 2022-04-09 23:40

@skleembof to be honest if we had not have so much issues during working on it, and maybe better balanced team (where most of logic of the game was done purely by me) then it might've looked a lot different. I do however plan to at least rework this game from scratch, since I feel like it might be worth to do so after voting ends. Trust me, what you see here is about 20-25% of our ideas for this game.

@hungrycatgames Yeah, we didn't have enough time for testing, and camera controls are all messed up (not only these, game logic is messed up, difficulty is just oh, you got there? Then die.") So this needs a lot more work than might seem from how it works currently. But we did learn a few new things. And I think that is best outcome from participating in Ludum Dare. We always try to give ourselves a little bit more challenging task during LD, so we can check how our skills improve over time :D

jozgames 2022-04-10 18:38

a simple idea that delivers what they propose. despite some technical problems, I can say that it has a solid base. Nice Work!

tomatoomelet 2022-04-12 23:25

The sea is magenta for the webGL build lol. (Humor+1) I hope I can cancel placement cause sometimes I clicked on mage accidentally but I don't want it >; The art is nice. Great job.

minus 2022-04-14 00:04

@tomatoomelet iirc we implemented cancelling of placement by pressing escape key, not sure if it is working tho and cannot currently check. If you can, please check and send us information back if that is indeed working properly.

tomatoomelet 2022-04-14 03:40

@minus Oh escape works. Was not expecting that to be the cancel key lol.

jani-brezavscek 2022-04-19 11:54

Nice TD! it was nice seeing the enemies fly away :smile:

bloodycoin 2022-04-22 12:50

Hey nice game so far. I found it really funny seeing the mice-enemies fly ragdolled into oblivion from a single archer arrow :joy:

There are a few technical issues. I think you know them already, but might as well list them here: * Can't cancel building once selected (or at least I didn't find how). I expected it to be secondary mouse button. * You can click to build `tower` (and get ghost tower) even when you don't have money for it. This creates a bit frustrating scenarios when coupled with first mentioned issue. Have 55 Gold, try to build 100G `tower` => cannot cancel and have to wait doing nothing until you reach 100G. * You can click-build towers through UI. * Initial camera angle is rather `"interesting"`. * I was very confused at how the camera rotation works. I think you now do rotation purely based only on mouse delta{x,y}?; rather than change from original click position and current positions in respect to original mouse-position-to-ground raycast and current mouse position-to-ground raycast. * Can rotate below terrain, which adds to the confusion. I think Unity Cinemachine has a nice orbital camera model with rotational limits.

And gameplay considerations: * While mice and archer models and animations are really nice, usually I am looking at them from far way above; and mice, and archers look more or less like beans and dots most of the time. Maybe to show-off the animations it would sense to have a in-world first person character with which you can run around and place towers. * All 4 paths are not really balanced, some are shorter, some longer, some have more loops than others, essentially requiring less towers to protect the side. That in itself is not a problem, but if all enemies from all sides are always the same, then one path will always fail faster than others. * Once enemies reach the tower, it's really hard to place towers in range, hit main tower attackers and be useful in general gameplay. * Would love to see range of towers, when placing them. * Would love to see some tower stats when placing them, then I could translate their power output to damage done (shown in mice healthbars)

Would play again, if you have an updated version :slight_smile:

minus 2022-04-25 07:47

@bloodycoin Thanks for your feedback. In general this version is pretty much one giant bugged mess. Camera was not properly tested, there is basically no balance, some information is not communicated clearly. As of some issues: - you can cancel building by pressing escape (alright, maybe for everyone else escape is not obvious as some way of cancelling buildings and we didn't add it to description) - UI is indeed not masking mouse, so you can click through it - No information for player about tower stats and their range, also there's no upgrading of towers, which was planned, but due to limited time and first try at tower defense game we just had to skip alot of ideas.

Anyway, if we release proper version of the game it will be linked also here. Most of the issues you noted we are aware of, only camera one is something new... We used cinemachine and it seems orbits are set incorrectly and will allow camera to reach under terrain (maybe camera collider went missing).