fnelix 2022-10-03 10:53
Great look and style. I was a bit lost at first. You managed to put a lot of stuff in, cool UI concepts! Well done
Foon → Ludum Dare Explorer → LD51 → Village Defender
By ukulelefury
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 358 | 3.17 | 28 | |
| Fun | 416 | 2.76 | 28 | |
| Innovation | 309 | 3.13 | 28 | |
| Theme | 416 | 3.07 | 29 | |
| Graphics | 184 | 3.61 | 29 | |
| Audio | 78 | 3.71 | 28 | |
| Humor | 253 | 2.52 | 25 | |
| Mood | 306 | 3.01 | 28 |
Great look and style. I was a bit lost at first. You managed to put a lot of stuff in, cool UI concepts! Well done
Not sure if I'm supposed to write it here but unfortunately the game doesn't load for me at all. It stays stuck at 0%, windows or web. I'll try on my home computer tonight ! :)
My village dissappeared after upgrading. :ghost: It is vaguely obvious at the start what is expected from us. There is also a little to do, but I can see that you put a lot of effort into coding probably. I mean, those UI features are cool, slow motions, trajectories and so on.
Game doesn't load at the beginning, but I left tab open for a while and it started. But it also is really wanky in web, going really slow after some time.
Love the music as always :smile:
@blk-dg Oh no, sorry about that! I assume that's happening because of how long it's taking to load the massive level state (my AI is not at all efficient!). I uploaded a new version of the game that should have fixed that to make things playable for you (chopped the level in half)! Thanks for the feedback!
@bukkaketears Oh no! I think that has been fixed! Yeah, the web experience is really not the best--I should probably just remove it. Thanks for the feedback!
@dgo Thanks! 🎵
@fnelix Thanks, I'm glad you liked it!
I like the music and how much care went into the settings menu and making the ui look all pixellated.
Unfortunately this became pretty much unplayable for me due to performance issues and stuttering.
Here for the music and the pixel art :D That chiptune is getting me nostalgic! Thank you for sharing. I unfortunately cannot play, as I encountered the same issue as blk_dog, stuck on 0% for quite some time, so I'll rate what I can see and hear :D
PS: the details put in the settings are INCREDIBLE
@blk-dg @jmad Ok, I fixed the problem! Apparently my Windows exports weren't working due to a typo in an image filename. Godot apparently was happy to handle the invalid filename when running in-editor and in an HTML export, but not in a Windows export. I'm so sorry about the bad experience!
Typos are just the worst bugs to find.. good job there!! And thank you for letting me know :D I had a scare at first, the game loaded but I couldn't see anything but the base - turns out I just unselected everything from the rendering section of the settings ahah.
I could not get rid of the both enemy bases, but I am satisfied with my runs! Adding ratings now.
Liked the artstyle :)
A little bit slow when multiple Enemies are on screen. Should not happen with that some sprites. Maybe try to find whatever is happening there.
Keep on doing ! :)
I loved the music and the overall mood of this polished game. As other mentions, it's impressive the amount of UI features you managed to achieve in so little time. Well done! :smiley:
Best music I've heard so far on this jam. Nice pixel art as well!
@dimaswift 🎵 Thanks, I'm glad you liked it! 🎶
I like the concept of this game. It's like a Majesty game, where you can't control units directly, but you have to encourage them to do something. Performance is a little low sometimes, and I do not exactly understand how the controls of the units work. A little tutorial would be nice, hope that you add it in the next release :)
@cybek :) Thanks for playing! Yeah, it definitely needs lots of improvements for performance and gameplay guidance. Next version for sure!
So I think I was technically able to win the game? The strategy I used was to destroy the left enemy base first, and then destroy the right enemy based using a cheese strategy where I stood right next to the nearby ledge so that I could attack the base, while the enemies would simply stand at the base and try to shoot me but miss.
Unfortunately I was not able to really figure out how to effectively use the workers. I tried using the rally option several times, but it seemed like if I called all the workers to the base then my village would be destroyed as there was nobody defending it. I couldn't figure out a way to just select one worker or small group of workers and tell them to attack the enemy base.
Well, so now, I tried starting a new game and immediately rallying all workers to the left base. That seemed to work that time. And then I rallied them to the right side later. Apparently my base wasn't destroyed that time, for whatever reason. I'm not sure what exactly the best strategy is with the workers. :sweat_smile: This time I guess my winning time was actually faster, so I guess rallying them as fast as possible is the way to go, maybe.
I think maybe something that would help is just being able to zoom out enough to see your village and the enemy base? That way you could at least know if you were leaving it undefended or not.
I guess maybe workers can be commanded by clicking them? It seems like clicking on them does something, but I can't figure out how to tell them what to do after clicking on them. But that also explains why I couldn't even try to attack the enemy base with individual workers... they were all off screen so I couldn't select them in the first place! :smile:
I also encountered a lot of lag when more enemies started to spawn in. It's unfortunate, as I feel like the lag is probably the main obstacle to me really being able to engage with the rest of the mechanics.
I did glance at the source code, and I have to say -- I think the navigation stuff you're doing looks pretty cool! :smile: It did actually kind of surprise me how sophisticated the workers' path planning was. It's pretty fun to see them all jumping over different platforms to get to the enemy base, and I think the map you made does a good job of showing that off. (Similarly, a lot of the UI stuff is pretty slick, both the action icons for the enemies, village, etc, and the settings menu... although I do think the settings menu should not require restarting the level to access).
Like others, I did enjoy the music and the graphics. I think this game does feel pretty polished when it is running normally.
So, overall, I think this game has a lot of nice visual and audio work, and has some pretty cool mechanics (pathfinding, and a combat system with a variety of viable combat strategies!), but is in its current state hindered by lag.
I liked the audio and especially the graphics, the transitions and UI were very well done. The game got quite laggy towards the end though as other people have mentioned and there seemed to be some features missing, I assume you originally intended for more buildings to be buildable for example. The game could definitely benefit from having more features as there's not much to the gameplay right now, but it's a very solid base to work on and the pathfinding is better than a lot of paid-for games that I've played.
Overall good game, I couldn't manage to get the workers over the ledge but used the "cheese" method mentioned above :D Lagged pretty hard for me each time anything jumped after a while.
@honey-pony :) Thanks for the detailed review! Yeah, I definitely had plans to add better command controls, and to fix some of the terrible framerate issues--if only I had another 48 hours!
@decrementedpalindrome Thanks! Yeah, the lag is really terrible. I had some plans to fix it, but ran out of time! I'm glad you liked my music and pixels!
@chuckiee :) Well, considering how unplayable it is otherwise, I'm glad there is a cheese method in there!
This looks incredible. The work done on the AI alone is insane. Then having the thing play well gameplay wise too is really nice. Unfortunately I had serious framerate issues in all browsers I tested and in the downloaded version. Eventually the game would become completely unplayable each time unfortunately. Also, when you zoom out, the zoom in focuses on the mouse cursor and not on the player so you can accidentally zoom your character off screen. Other than those small issues, a really impressive game.
This is really impressive. What a fleshed out game.
Great look and style!
So ambitious! Complex system of AI with platformer-pathfinding, fancy UI, a variety of unit types, an economy, nice music, solid art and holy smokes look at that options menu areyoukiddingme. Really impressive amount of stuff going on in this entry.
It did seem like you needed some more polish passes to really achieve your vision though.. the game got quite choppy on me, performance-wise (tried web and download), and strategically I couldn't really find a better strategy than rallying my first 4-5 guys to high ground on the left, and then never issuing another command, which got my village to live forever. It seemed like a trap: if I ever used rally again I would pull all my fighters to one side when attacks are coming from two.
But I still enjoyed playing around with it a few times to explore a bit. Nice touch that falling off the bottom wasn't game over, btw.
Nice entry with many impressive elements, even if the core gameplay was a little rough around the edges.
@pkenney :) Thanks! Yeah, I definitely should have focused less on some of the the unnecessary bits, and more on the core gameplay! Also, some of the UI and pathfinding bits weren't too much effort because of the libraries I used.