rezioz 2023-01-10 01:17
that game was fun but I couldn't afford the 1000$ tower :/
Foon → Ludum Dare Explorer → LD52 → Watermelon Rush!
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 606 | 3.19 | 23 | |
| Fun | 510 | 3.19 | 23 | |
| Innovation | 457 | 3.21 | 23 | |
| Theme | 703 | 3.07 | 23 | |
| Graphics | 557 | 3.26 | 23 | |
| Humor | 410 | 2.87 | 22 | |
| Mood | 748 | 2.66 | 23 |
that game was fun but I couldn't afford the 1000$ tower :/
@rezioz I am making a post jam re-balance that should make the game more fun, hopefully. Maybe that will help. The first thing I'm doing is making it start with $1000
Nice idea. I love TD games, always fun to play. The fast forward option was a nice touch because it was indeed a bit slow when I started playing. Congrats!
@megalukes Thanks for the feedback! Yeah I currently have a TD itch so I had to find a reason to make one for Ludum Dare
This was really fun. It took me a bit to figure out what route they were taking, and then I only made it to wave 16 I think (should probably also show waves survived on game over screen..) because I guess I accidentally blocked their route they were taking the whole game, and they went around all of my towers. Maybe some kind of way for me to see their route. Also the expensive tower seems to be not worth it? Idk.
@qooorti interesting, yeah I wonder about the choppy tower, it's great for hitting multiple enemies but it's best if you can get like a long-pass or a double pass on it. Idk, it might still be too expensive; it's something I found myself using late-game when I didn't know what else to do, but I suspect that most players won't get to late game with extra resources. I also used navmesh for navigation so I wonder if there's a way to draw the path using what the navmesh decides on.
i love TD games, but pretty formulaic.
I am not sure 1400 tower worth it. Wasn't even sure it do damage, until tested it separately. And sell price is the same as buying. Usually sell is discounted in TDs. Well, I have my fun. Game is ok, but there is just not so much to do and curve of difficulty is broken, but you already know that. The best part is randomly generated grass, it is a huge tactical thing, very innovative for TDs, but most people play jam games only once and won't even notice.
@kohcepba yeah that spinny tower is best for group damage; it's good for late game in places where it can get good coverage. Sounds like you played it at least twice! I do actually enjoy playing it again and seeing where the grass forces me to place things. I usually don't enjoy playing my LD games more than once or twice but I enjoy this one enough that I've considered expanding on it...
@cole-and-jordan-studios do you check for passability of generated grass maze?
@kohcepba yes it attempts to run a check and if it can't pass it regenerates until it can. Navmesh is a little jank though and so I suspect it's possible to generate a non-passable maze but I haven't seen that happen yet.
Really cool, the 1400 tower isn't worth it ngl, wish there were more towers/traps
Solid TD already and a nice foundation to build upon! The game looks good and plays well, some audio would've been great. I would've liked to have the tower selection around the cursor instead of in the corner, it was a bit tedious to move there every time.
@erkberg that's a good idea, you know, if I expand on it I'll think about that because I noticed the same thing when I was playing it; it's annoying to move the cursor all the way over there...
Good stuff! I don't play many tower defenses, so this is my first time seeing/playing one where you can build your own path. Very cool :D
Liked the chopper, was a god send late game. With the number of big melons I found myself using them to replace some of the sprinklers when I could afford it. Perhaps it could be cheaper, though it is pretty powerful if you find a good spot for it (on the corner of your path, for example)
Only two suggestions:
1.) Zoomed out the tile highlight for where you're building is kinda faint and can be a bit hard to see zoomed out. I think it could be a touch brighter.
2.) I'm assuming this is an exploit. But if you have a one tile wide path to the exit, you can place a turret in front of a melon. Doing so, the melon will be knocked to the previous tile and sit there and take free damage while it (I assume) recalcs the path the exit. I wonder if you could maintain a list of tiles that block the exit and prevent any placement in those spots to fix the exploit? Haven't worked with navmesh much so you probably have a better idea than I do.
Was fun trying to build an optimized path and pop some melons! Once again, nice work! :D
Nice integration of a TD with the theme! My only gripe would be with some of the fonts/colours used, it can be hard to read or see what's going on with some of the greens and browns especially. But overall great!
Good game that I got lost in when playing till I made it to the end. I liked being able to change the path that the watermelons had to take although I was able to find a major exploit where you can block the left side of the exit wait till the watermelons go through most of your defenses on the right then open up the left side by selling turret and blocking the right side you can keep repeating this making them go back and forth endlessly maybe I had convenient world gen though. Great job.
Interesting tower defense with a lot more depth than I had anticipated. I'd created this super long snaking path that spanned most of the maze, wish I took a screenshot.
You're probably aware that you can cheese the AI pretty hard, e.g. you can build a tower that blocks the path, and the tower will disappear (with the "you can't block the exit" message) but for a brief 0.5 seconds the melons stop moving. So you can stall out indefinitely this way if you are fast enough.
Great game!
Wow ! This is amazing, I can't stop playing.. GG <3
@miusoft Thanks! I'm glad you got a kick out of it!
@poboy Awesome! I was hoping some people would get as addicted to it as I did. Yes I know you can cheese them lol but this is honestly more programming than I do for most LD games so I kinda let it slide so that it could get finished.
@raggedyjam oh yes that is a major exploit. I'd have to change the system entirely to fix that so I let it slide. If you enjoyed the game though then I'm happy.
@cat-lab thanks! This is true, and the WebGL version makes it even worse cuz the colors are a little off.
@xfinktion thanks for the great feedback! Sounds like you were able to really get into the later stages, which is when I think the game gets good. Also yeah if I were going to expand on this game, I would probably ditch Navmesh and use tile-based pathfinding that can instantly decide if you can place a tower or not.
Frustrating but also pretty fun new take on a tower defense game. Well done.
Haha I love the little rolling watermelons! Now i've never been a big td fan but I must say this was tons of fun. Well done!
@schmalex thanks! Yeah I kind of thought the rolling melons were amusing when I first made them
@jk5000 thanks!
What a whacky idea!! I love the fact that this takes place in a miniature world and the towers are sprinkler heads! Very creative. It's also a new twist on a TD game, where the path is dynamic. I'm glad you made the sell amount full price, because I felt like I had to reallocate towers.
I'm looking forward to the new balancing, because I don't feel like the game is winnable right now. Every watermelon you "harvest" earns you $10, but every tower costs $100. You're lucky if a tower can kill 5 watermelon on its own, so really, you're looking at a net loss for every tower you place. Is there a strategy that you found to work?
@cole-and-jordan-studios I understand I'm not sure how you would get around it without moving what I found so fun and unique about the game (influencing/building the path the enemies have to take) and yeah I loved it.
Fun little game. WebGL version for me was a bit frustrating with some whacky mouse problems and clicks registering on 3-4 attempt.
@raggedyjam oh yeah I would still want to be able to have player-shaped paths because that's the best part
@t90 tru WebGL just doesn't do well for this because it involves switching the trapped mouse on and off, which it cannot do correctly