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Delay the Invasion
Delay the Invasion
By corporation
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 185 | 3.66 | 27 | |
| Fun | 109 | 3.80 | 27 | |
| Innovation | 434 | 3.02 | 27 | |
| Theme | 338 | 3.60 | 27 | |
| Graphics | 292 | 3.48 | 27 | |
| Audio | 280 | 3.26 | 27 | |
| Humor | 384 | 2.45 | 26 | |
| Mood | 390 | 3.06 | 27 | |
Comments
jordwest
2022-04-04 08:47
This was a lot of fun! I felt like I was learning and get better at using the different classes as I played, that's always an enjoyable experience.
One thing is the allied AI was a bit frustrating sometimes, like a single warrior just marching right into a horde of enemies haha. I found myself wishing there was a way to toggle warriors between offensive mode and holding their position (so I could draw the enemies back within range of the archers).
Overall, a fun game, nice work!
@jordwest Thanks for you're feedback) Glad you enjoyed learning and trying different classes, me personally felt like the balance was a little off. Warriors rushing into the battle and moving away from the map is clearly a bug, found it after uploading the game. Going to fix it today after work. The idea was that unit always stays at the initial circle it is placed in.
jordwest
2022-04-04 09:48
@corporation
> me personally felt like the balance was a little off
Yeah I agree the balance could be improved, but that's just the nature of jam games, there's not enough time to balance everything. I think it has a lot of potential with some tweaks though.
This game is so cool, the way the units level up is really nice for the game. I would love to see more of that in the future!
I enjoyed the game, was fun. I always enjoy the tower defense style games. I think it needed more balance, but realize that's hard to do in 48 hours, awesome work otherwise. Yay!
beefsock
2022-04-05 02:11
Really good game. Loved the variety between the different classes. The pixel art is nice too.
This was fun to play - solid tower defense concept. Would be nice if the bomb enemy damaged enemies too upon exploding/death :]
nebiros
2022-04-05 21:09
Pretty fun game ! I felt like it could have been a bit more balanced, but I had a good time
:) This was very fun! Nice balance, good wave progression. The levelling-up for the units is a great aspect. It definitely gets to the point where you can't click fast enough to place out all your units though! Nice music, great pixels.
sagiii
2022-04-05 21:24
Hello! I absolutely love the game. I like tower defense games and I think you can add effects and more on yours to accentuate his personnality.
01fe7e
2022-04-05 21:28
Great twist on the TD genre! I thought my one warrior + priests combo was overpowered until this bomb guys destroyed me :smile: Made it to 350 secs with that.
Some more thougths: - Because all enemies move towards one target (the gate), it seems to be always best to place them next to the gate. Therefore there isn't going alot of strategy into placing the towers. - I think the gate shouldn't have HP. One enmey getting through should be game over, because ,unlike other TD games, here towers also get attacked and destroyed by enemies. The only real game over state is all towers being destroyed (the gates HP doesn't play any role). - The enemy variety is awesome (for example the bomb enemy countering my one warrior strategy)
I made it 341 seconds, wave 5. Pretty happy with that, now to try again. This is really solid gameplay, well done. I like the variety of enemies requiring that I adapt how I play.
lisyarus
2022-04-06 11:15
Sad to say that I tried the game but it was flickering so bad that I couldn't play without my eyes getting hurt :( I was running under Linux with the Wine emulator so problems may be possible, although I've never seen stuff like this with Wine before. My guess would be that VSync / double buffering wasn't set up properly, or the color buffers weren't cleared, something like that. The screenshots look great, I wish I'd be able to play it!
@lisyarus thanks a lot for this feedback. Yes, it's a known problem of my engine running on Linux with double buffering set on. Didn't expect someone to run it under Linux. That's the problem I didn't put much attention before, but for sure gonna solve in a short time) game jams is the real test for technical and practical side of engine, so it's always valuable to get bugs and suggestions after.
lisyarus
2022-04-06 12:20
@corporation I see. I'm using my own engine as well, which is based on SDL2 for all that platform-related stuff, and I haven't faced any issues with it (apart from some rare Linux-specific glibc versioning stuff that doesn't have anything to do with SDL2 and rendering). I've checked your engine (out of pure curiosity!) and learned that you use glfw, which I sadly don't have much experience with. Anyways, good luck with your game and your engine!
This is a great game. It's definitely addicting. I restarted several times. It's challenging. My only complaint is that the meteors are too easy to miss enemies hahaha. Wasted so much money on them! Great entry!
incobalt
2022-04-07 02:28
This is a solid entry, and I think it just needs more tuning and balance for it to be really great. It felt strange sometimes that one of my warriors just didn't do anything while the other warrior was getting killed. The amount of money you get didn't seem to be fast enough for me to make decisions other than "plop another guy down as soon as you can afford one". Something I'd like to have been able to do was move my units around, which I think might have offset the cost being so high for them. Overall, very good. The looks and sounds were great and appropriate to the game, and everything seemed like it went together well!
It's really impressive that you managed to make so many units, ennemies and spells, all with decent graphics and good balance, in a compo!
Although IMO there is not much strategy beside massing units near the gate and the occasional meteor. But nothing a few obstacles and a more units/upgrade can't fix.
Also I think the left "inventory" bar is not necessary. Dragging the units directly from shop to the battlefied would have been better IMO.
Excellent entry anyway, congrats!
@mrevilguy the meteors fly time was made intentionally to force players to aim) @incobalt thanks for feedback) yeah, the balance is kinda off, it ended up much harder to tweak than I expected. I didn't implment movement of units, as game planned as some tower defence spin off, but where you can actually loose units, so you don't build up defence, but rather delay the invasion @thetatautau good point on inventory) initially was planned to have different units that will benefit from placing them near each other, so this would give for strategy.., but ended up on just 3 types) also inventory is useful for starting the game with some stuff and also storing the spell to use later @01fe7e thanks a lot for suggestions, really good point on gates position, just splitting them in 2 would make this much more interestring as I now understand. Nice that you noticed bomb enemy - I added it in the end for this exact purpose - break players that sit behing mass healed warriors
I really enjoyed the game! It's very cool and works well... My only complaint is that it's very easy to run out of money and then all of your towers be dead. Other then that, splendid game!
I love the gameplay. Reminds me of some old WarCraft III mods. With some more robust RPG systems and units I could see myself sinking a lot of time into a full version :) High rating from me.
Love the noise the upgraded archers make.
Feedback: - I'd make the gold display much larger and show where gold is coming from. (Is it from kills? Seemed to be from kills) - Fonts and UI elements are generally very small, w/ a large play area. Far left/right didn't get much usage. UI could use up that space. - Some sort of health indicator that doesn't require mouse hover would be nice too.
someone
2022-04-09 22:39
Enjoyable game. I managed 351 seconds. It was going well then I got completely swamped by a massive horde. The randomness to the shop was interesting, It ended up as 3 expensive clerics near the start though which nearly cost me the game. The inventory makes sense for spells, but for placing units it was an unwanted extra step. It would be nice if you could set priority targets somehow, I lost most of my archers to the bomb guys at the end because they were too busy shooting at one of the massive dudes.
kazuren
2022-04-10 11:17
Really cool game! I loved the shop and units leveling up, and would like to see more types of units implemented. Health bars on enemies and allies would be nice to have as well. Good job overall! It was very fun to play!
Made it to 372 seconds :D
unknown.png
Nice! The game feels well-polished in terms of the art, audio, and the overall mood. I wished there was something I could do, like order the troops to move around, while I was waiting to have enough money to buy something. Then again, the other commenters seem to be saying it's best to turtle around the gate, so maybe I'm just thinking about the strategy in the wrong way. This is a cool game!
I had a really good time playing the game. There were constantly more enemy types being added (the designs of the big guys and the bomb enemies is really neat), I loved that there was a mix of spells and different kinds of troops too. When my archers levels up and released the hyper beam it was super badass and might have been a highlight of the game for me.
zlitch
2022-04-14 17:00
Nice game, really addictive I made it to level 7 H3. The sound effect was nice. it would also be nice to actually move the units around at the beginning. Great game!.
japes
2022-04-17 09:20
Impressive that this was with your own engine!
Graphics:
simple but get the point across, some nice warcraft 1 nostalgia there. It's clear what each type of unit is, they are all clearly distinguishable from each other, it's intuitive that the enemies are evil and that they get progressively stronger etc. It was was clear what the bomb guys would do etc.
Audio:
music is decent for a compo entry, did you make it yourself? Audio suits the retro/low-res graphics like the difficulty level
UI:
Also simple but clear, no confusion anywhere. The text explaining that the game had to be restarted was a nice touch, of course a "retry" button would be better, but some text explaining it is much better than just leaving the player hanging.
Design:
You've "found the fun", balance feels right and it is a fun experience. I played quite a few times, couldn't get past wave 5 though :)
I like the level of difficulty. I like that the units move slowly, it forces one to be more strategic about their placement.
Impressive amount of enemy types and spells for a compo entry!
An option to place units directly from the shop (as opposed to first going into the inventory) would be nice, I don't think there will ever be a reason to keep units in the inventory. For spells it makes sense, though.
I was going to suggest unit health bars, but on second thought I quite like the minimalism without them.
It would be nice if there was some visual feedback on which level my units were, I suppose this would've been added if you had more time. Also, not sure if there is any info anywhere on what exactly improves with a level-up, but I think that would be nice.
sagiii
2022-04-17 16:39
image_2022-04-17_183931607.png
I tried my best. It's the best I could get. I'll try again.
@sagiii this is already better than by best of 776) at some point it was possible to go infinite, but that breaks up the theme of invasion being inavitable, so I just made that after last (7th) wave each next gets exponentially harder, so 7(x4) is about hard cap that is almost impossible so improve (you can delay with blizzards then). Glad you shared your progress, amazing when someone tries to push my game that far)
@japes thanks a lot for such a detailed feedback, this really helps to understand good and bad sides and improve myself in next jams. Agree with on most points, but here are some notes: music is AI generated, I had a little control over it, but some. It's not really my strongest side, but glad you lised sound effects. Retry button would be better for sure, but as my engine does not (for now) support scene system, it was not easy to implement avoiding some bugs. Unit health bars and level indication was not in the game intentionally, as it would really become messy at late game. You can notice level up effects in units stats: each unit gets x1.5 health and damage and full heal on level up. Also on level 3 they unlock special skills with about 8-15 seconds cooldown