Foon → Ludum Dare Explorer → Users → Echo Team
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Deep In Debt | jam | 689 | 3.14 | 2.78 | 3.08 | 3.28 | 4.17 | 1.50 | 2.59 | 3.64 | |
| 2024 | 55 | Summoning | Black Sheep | jam | |||||||||||
| 2023 | 54 | Limited Space | Floating Island 2: The Sequel | extra | |||||||||||
| 2021 | 48 | Deeper and deeper | Deep Field | jam | 1.75 | 1.00 | 1.00 | 1.00 | 1.50 | 2.00 | 1.00 | ||||
| 2020 | 46 | Keep it alive | Madagascar Simulator 2020 | jam | 1356 | 3.44 | 3.12 | 3.57 | 3.98 | 2.83 | 3.19 | 3.03 | |||
| 2018 | 43 | Sacrifices must be made | 👥 | Dinner with a hot chick | jam | 222 | 3.76 | 3.65 | 3.73 | 4.17 | 3.92 | 3.84 | 3.55 | ||
| 2018 | 42 | Running out of space | Floating Island | jam | 1075 | 2.89 | 2.46 | 2.85 | 3.40 | 3.72 | 1.86 | 2.34 | |||
| 2017 | 40 | The more you have, the worse it is | Sheep Creek | jam | |||||||||||
| 2017 | 38 | A Small World | Lokator 3: This Time It's Pest Control | jam | 2.50 | 2.50 | 2.00 | 4.00 | 4.00 | 2.00 | 2.00 | ||||
| 2016 | 37 | One room | Labitect | jam | 10 | ||||||||||
| 2016 | 35 | Shapeshift | Lokator 2: The Lokatening | jam | 871 | 2.89 | 2.74 | 3.00 | 2.61 | 3.42 | 3.29 | 2.63 | 3.32 | 41 | |
| 2015 | 34 | Two Button Controls / Growing | Lokator | jam | 827 | 2.98 | 2.18 | 2.35 | 2.26 | 4.40 | 3.51 | 2.09 | 3.40 | 85 |
It seems I can only destroy certain sacks?
I don't think mine worked entirely right... I had no music.
Wow, how do you make an entire RTS in 72 hours O_o Jealous!
If you leave out the debug files, your game will be a lot smaller.
Cute. No need to include the debug files though ;)
No need to include the debug files! They are big :)
10/10 would spin again
Best game ever! :P
This is so much like Katamari Damacy I was trying to dash. I like how it doesn't have the fixed camera zooms but scales up naturally.
Unreal 4 can be a struggle.
Cute, a bit easy to beat though. You can just dash through everything. That also saves you from having to use the click movement.
Half-life Miami!
Cute art!
Exactly my jam :D Cards, resources, management... quite expansive as well!
Funky.
If only I had it so many years ago. I would have so won at this game.
You have to include the http:// part in the game link! I forgot it as well.
Scrolling too high makes the game get stuck. Also I clicked on someone who was told about the video, but it went game over.
Cool concept though!
Oh man, just when I got over my Just Cause 3 withdrawal!
404 :(
Would've worked better if the "go further down" button was the actual down key ;)
Why did you opt out of the humor category. I like a good spoof :D
Couldn't for the life of me find any enemies though.
Sonar idea is neat!
Hmm, I figured it would be nice if you could switch to precision mode with a cursor (there is a similar system in Uru, for example). We actually intended on having click and order to both be with left mouse, and right mouse to activate a special ability depending on the pest. But that was a little too grand a scale XD
Another issue is this is not an over-the-shoulder camera (more of a back-of-the-head camera) so the regular look-and-click didn't really work. So I either had the option of messing with the camera, or implementing a thing from a MYST game. Guess which one I preferred :D
Nice concept, but it wasn't really playable for me.
Neat. Took me a while to figure out that the right mouse button is a toggle between the two styles of shooting.
Bit too hard for me :P
Got about 2 FPS :/
Could use a "you may mess up a couple of times" mechanic.
Also, the debug files are kind of large, you don't have to include them.
Cute though.
The music repeats over itself if you try again XD
I like the failed experiments parallaxing along.
In the lokatening_win32.zip or lokatening_win64.zip files you can download at the site (http://www.echoteam.org) there should be a Lokatening.exe which runs the game.
Hah! Turns out the packaging problem is only for dual core machines. Someone made a patch, it may be included in a future Unreal 4 release. Whoop.
Unfortunately we didn't get to the spin stabilization mechanism, that would've made recovering a lot easier.
Great game! Unfortunately it makes Firefox leak memory like there is no tomorrow.
Also, I got a significant drop in frame rate each time a combination occurred.
Attention... FIGHT!
@Somnium: A post-LD version would definitely have a scrolling log XD Or the originally intended on-screen effects or something. I do like the log though, even if it was a quick fix for not having any form of feedback :P
@Nonakesh: I suppose the "goal" is to come up with your own experiments. But then again, I suppose they will all end in cannibalism and poop eating. As for the 4K... parts of the UI are simply per-pixel. I'm not sure I've seen any way so far to use percentages or the like. But a good thing to keep in mind, thanks!
Missing Features:
* There is no game over screen. Sorry. We ran out of time :P The game will pause instead so you can look at your score. If the game suddenly stops and attendance is 0, this is it. * The game isn't very balanced. Too little time to really get in there and test it :/ * There is no music or sound. Our musical team member was away for work, and I didn't have enough time to spare :(
Bugs:
* Sometimes, at the start of the game, one or more pests appear immobile. This looks to be an Unreal bug, unfortunately. You should restart the game if this happens. * Sometimes, at the start of the game, you can't spawn lokators with the space bar. You should restart the game if this happens. * Unfortunately, after the game ends, you can't access the pause menu. You can still exit with Alt-F4.
Notes:
* This game can be rather performance intensive as the number of pests increases. * Pests like to form high towers. This was not intended, but it looks pretty hilarious. * This game should probably not be played by people with entomophobia.
Theme:
* Perhaps it's... *too* small a world ;)
Use the lokators to help the pests with getting together so they can reproduce. Once the attendance skyrockets use your lokators to try and keep the pests moving so they can't easily reproduce for as long as possible. Once you have too many pests attendance will start dropping and when you have no more attendance, the game is over (it pauses). The idea was that the world is simply too small to sustain the population.
Indeed, there is no point and the controls are really bad, but the level is nice and the music is great :D Thanks :D
Haha, I like the during-game tutorial and the remarks and stuff. Also the training character art. I can't wall-jump worth anything though. It reminds me of Undertale.
@togimaro All the usability engineering in the world can't fix my lack of wall jumping skills, sorry :P
Cute moose kinda flips out sometime, probably when the mouse cursor is above or below it XD Found things a bit hard to determine but all in all pretty cool.
Asteroids are very difficult to see :( But cute game.
Err I posted a comment on the wrong game. Sorry about that.
A great idea, but I found the paddle controls to be somewhat itchy. Perhaps that is where the difficulty comes from.
What, no comments? I'd imagine everyone likes space dolphins.
Anyways, this game! Wow. Much polished UI, many gameplay. Feels about finished and well-polished all around. Unfortunately I get lost without a simple map, but I do like the fact that you can fly around!
Ok, this is going to sound weird, but when my sister was like, 6 years old she played this Winnie the Pooh computer board game. I stayed up one night and played it solo all the way until the end. Kinda reminded me of that.
Anyways, the camera controls are a bit too twitchy but otherwise I like it.
Aw yis, physics based gameplay!
I love this, and I especially like how the movement works. I think the fireworks are a nice touch, but it would be even cooler if they opened faster or at the same time :D
Could only have been better if it was with cows and called Cattle Royale. One wonders what would have happened in the full 72 hours :O
@swift Unfortunately, most of the time went into the environment XD
Additionally, I was afraid that offering significantly more information would make it become too easy since the game play loop isn't very fancy. But it's a moot point, I just ran out of time.
I also tried to build a WebGL version but it looks terrible and doesn't work for some reason.
@kruemelkeksfan I gotta play your game then! :D
My LD games always suffer from things like that since I always end up implementing game play last. It looked a lot better in my head. Originally I wanted the UI to be more clear, and allow different pricing based on height and slope (to discourage starting on mountains). But putting stuff on the mouse cursor and fading them and stuff was just too much additional work. I'll learn eventually. It went better than my previous projects.
I also have to sheepishly admit that I am from a time when games lacked tutorials and have the fun was figuring them out XD So I might not be the best candidate for stuff like that.
@hare-software Water just kills your buildings and whatever resources they hold. The base plate then disappears (mostly because its transparency doesn't work with the water).
For the record, factories produce resources which go in (nearby!) silos from which (nearby!) stores withdraw resources to sell product, giving you money. Rate of production/consumption is reduced as the distance to the silo increases. Factories produce pollution which causes the water to rise, and each building adds to the weight of the island which causes the island to sink. That's about it.
@furiouswitch I tried exporting for Web but it looks horrible despite my attempts to force higher graphics settings, and the simulation didn't run (nothing seems to be happening). It looks like making a Linux (or Mac) build requires stuff that I don't have at the moment.
If you are a Unity user then there is of course the option of checking out the source code from Github and playing the game in the editor (or making a build yourself).
@iamsodarncool Thanks for all the compliments! The textures are simply 1024x1024 as I always make them, but I ended up cranking up the repetition way high so the colors evened out. It didn't make sense to have individual grass blades the size of a silo. I like that you found the banner XD
The generation is based on subdivision of a isosceles triangle (well, six of them forming a hexagon). This is known as the Fournier algorithm (a 3D version of Brownian motion), but I forewent on perturbing along the edge normal in favour of simply perturbing along the Y axis. The Voronoi Diagram of a regular triangle mesh is a regular hexagon mesh, so since the vertices were only ever adjusted along the Y axis I could simply place hexagons prefabs on the vertices and have them fit together. The subdivision process isn't really very visible anymore, I applied two filters for gameplay reasons (to make things flatter and more like an island), but the earlier larger version kinda looked like Minecraft, lol. There are some screenshots in the source repository.
This was an idea I had a couple of days before the jam that I wanted to try out, and I'm glad it worked and that you like it. It's also where most of my time went.
As for your other questions... The ranges are in 3D (I originally wanted 2D and a special height penalty or bonus depending on higher or lower) but they are in real units, not hexagon steps. All because it was simpler and faster to make. The actual ranges are 3 for factories and 4 for stores (one hexagon is 1 in diameter). Factories cannot feed directly into stores, having silos in between just seemed cooler (also I love how they turned out XD). The ratio of stores to factories is muddied on purpose, I set the rates to rather like 6.546456 and 10.36475 or something so there would not be exact gameplay. The idea being that the game would give you clues as to whether you don't have enough factories (slow cash, preferably some kind of indication that silos are empty) or stores (factory smokestacks stop working, preferable some kind of indications that silos are full XD).
A range indicator before placing a building would be interesting, but it's all a moot point for now. I think next time I'll try to spend less time on the level and more on the gameplay. And finally get to do some audio!
Thanks everybody!
@iamsodarncool See also the very first line tucked away between the image and the title in the description ;)
@captaindreamcast Thanks, it's what cost the most time XD
@phearbot Full disclosure, the camera script maaay not have been entirely 100% written during the course of this game jam. It is based on a script I built earlier, similar to the orbit camera script on the Unity wiki. I suppose I should've just used that one, it's freely available to anyone.
@darkguardsman Thanks for the comment. I'm not entirely sure what the balance turned out to be, but it's definitely not 1:1:1 XD I think you would need more stores than factories, and not too many silos per say although there are the ranges to consider.
Just a heads-up, looks like I ran out of github-lfs storage, haha. Damn game is too big. So now I can't push to the repo anymore XD
I mirrored the downloads to somewhere else and updated the links, so you can still download away!
@wowa @darylsteak @gmaker @antoined73 Oh, I see what went wrong... I downloaded the GitHub files directly to my server since my upload speed is crap, but the git-lfs functionality had already been disabled apparently. So all it got was the pointer files. I thought I had verified them to work but I guess I was just too tired. But I'm all slept up now! I've uploaded the files from home now, they should work again. Just took a while :P Sorry about the inconvenience! I hope you'll try my game again!
@furiouswitch I'm really sorry, it looks like the odds were stacked against us. GitHub shut down my account's LFS (Large File Storage) functionality for the rest of the month due to exceeding the allotted bandwidth. As such, cloning the project gives you only the pointer files, so you are missing all the big files like the Unity scene. Fortunately, through the magic of the internet, I have uploaded the source separately as well so you can try again if you want. I admire your tenacity! I hope the game lives up XD
http://www.ngamed.com/FloatingIsland-1.0.0-Source.zip
Next time I just won't put the releases in the GitHub repository.
@furiouswitch Fixed it... I'm really sorry.
Everyone else, thanks for the comments! I understand an exit button is simple to add, but a lot of things are simple to add. I just ran out of time. Next time I'm going to (try to) approach things differently.
@furiouswitch Yeah, it needs the Substance For Unity plugin since Unity dropped native support for Substances in 2017.1. I'm really sorry about the whole thing. I'm at work tomorrow for a meeting, maybe I can build a Linux version there.
@furiouswitch I've been able to build a Linux version (and a Mac version) at work. These are untested, as I don't have access to these platforms. Additionally, I've noticed that the new Substance plugin doesn't seem to properly store material data in such a way that it gets uploaded to GitHub, so some things might be slightly off compared to the Windows version. I tried to recreate them from memory as well as I could.
I'm working on a post jam version although the ratings would suggest that has been a futile effort, lol.
Very good character art!
Can't play it (can only play web stuff for now) but I rated 5 for innovation, because, well, you know why.
I like the feedback, it gives it a good oomph. The launch countdown is a cute touch too. Got to hard for me near the end XD
Steep learning curve but I'm not one to complain. But I couldn't get the upgrading to work for some reason.
Cool idea. BGM slider didn't work for me, but that's ok.
One feature I would have loved to see is to ability to clear one wire. So you don't have to do all the good ones again.
Only rated the audio since I'm stuck playing web games for now. Cute, sounds a tiny bit like Terraria.
So you acted out the scenes?
@bitdecay Cool!!!
Sleep is indeed very much needed after an LD, I'm only starting to rate games today.
I like the style and the effort put into creating, rigging, and animating a character. I also like the coin phsyics.
I also found a bug ;) Once you are defeated you can still open the magazine. It doesn't break the game though. And perhaps a play again button could be useful.
Well, it still doesn't detract. Who wants to redo everything everytime?
Nice implementation of a card game.
The speed of the blocks constantly changed, is that a feature? Anyways, nice idea!
@squabbler Actually I think my browser is just being slow, lol.
Very soothing and spacy, the only gripe I have is that the star sound is a bit too loud for comfort.
heck yeah rocket launcherrrr
I quite liked it. Also cool that one level is already a full on survival game, but there are still 5 more to choose from!
But I mostly liked the HP = playing area concept. Very straightforward for the theme when you think of it, but I haven't seen it implemented this well so far.
"I am 0% satisfied with you today." Damn, right in the feelz.
It even has an options menu! Wow. Very polished!
The character moved a little too quickly for me to really get anything done in the fairly short timeframe. But it looks like a really good game!
Can only play web games right now but I like the idea!
Java, nice!
Very polished! A bit difficult.
"Disclaimer: all quotes and everything else on this description is completely a lie"
Except the WebGL build being broken XD I'll have to wait.
Very polished! Love the animations. Sometimes I couldn't move, maybe the enemy was too far away?
Cool music, unfortunately the only thing I can rate for now (can only play web games).
Great idea, extremely difficult to play. Perhaps the building of the planet can be slower (and stopped when it hits another planet instead of making you lose). The audio reminded me of KSP :KHappy:
I also had trouble connecting this to the theme. Is it because the moon gets sucked out of space?
I like that it has prerendered menu and game over screens.
Is it the baddies who run out of space?
Anyways, looks fantastic. Good music too. I like the cube and camera movement.
@phearbot Ah I didn't realize it was shrinking! I only saw it growing.
Very responsive controls.
Hee hee. Toilets :smirk:
Aww lookit the cute doggos! Good art, fun gameplay once you get the hang of it. To all would-be players: it is definitely helpful to **look at the help screen**.
Also the title screen is hilarious.
Cool idea, very difficult XD
Java, nice. Eclipse, even nicer XD
Woo Javaaa!
guess I'll have to find a friend now
Excellent art, a bit buggy here and there. All in all a good entry.
It might be easier if dishes would stay under the mouse cursor. Otherwise than that pretty cool. I like teh physix
Also the name is an excellent pun.
Man those vikings are cute! I like the whole things. Only issue I encountered is on the level where you fall through to the next one, if you land on a crate (the bots at least) completely bug out.
Reminds me of those party games like Move Or Die, which are always very popular. Consider moving forward with this project, maybe.
Can't find the WebGL version unfortunately (audio problems be damned!).
I like the upgrades and police card hazards. I also like the automatic firing, saves you from a lot of RSI.
Love the translucent bowl physics!
Unfortunately I can't get past the first login screen. I suspect my internet protection suite is to blame.
Cool music and art!
Easy peasy, I immediately threw all the worthless people out. YOU MEAN NOTHING TO MEEE. Almost made it to the other side too XD
The death ragdoll is nice though XD And I like the art.
@arkiruthis You have to press the cursor REALLY HARD XD
@arkiruthis I see what you mean though, it looks like a regression. I've found that double-tapping works as a work-around. One can also use the mouse.
I've tried to fix the keyboard selection thing. It's a little better but still kinda funky. Mouse selection does work, but you have to hover over the names, not the pictures. The problem only seems to arise in the WebGL build though.
@kirke The hot chick is on fire. It explodes after 10 seconds XD
@prodigalson Unfortunately this seems to be an issue with the WebGL build :(
Cows with lightsabers XD
Why does this need administrative permission?
Haha, this is great. Only thing that would make it better is if the physics objects interpolated towards the axis positions, to prevent sudden chick loss if you have poor motor skills. Plus then you can throw chicks around!
Doesn't work :( All I got was a short pop-up.
Took me a little while to realize it was actually a clicker, but then I went for it.
@prodigalson clicklickclicklcikclickclicklcikclicklciclk :D
Cute! Nice music.
Wow, this can be pretty hard XD
haha rocket turtles
Best entry I've rated so far. It's got it all. It looked pretty standard but then suddenly KITTYPATHY and shit went down yo
Simple but effective.
Cool idea. I barely made it XD
I found the controls a bit hard to get used to but the idea is pretty nice!
Very nice. I like how skipping a beat doesn't break your combo, lot of rhythm games are all about the BPM.
Aaah kobo-steambolds! Steambolds everywhere! I did not escape :P
@mmason Haha, yeah... I only made it to April too. It got a lot harder when I increased the number of ports from my initial test amount. I tried to rebalance it but it was getting pretty near the end of the 3rd day.
@amazura The nation surives. President Madagascar doesn't :P He was in the capital.
@lamasaurus When I originally made them I didn't realize they would be so small on the screen. Anyways, white boats bad (cruiseships full of sick people), red boats good (merchant vessels full of ~~money~~ goods).
Thanks everyone! Got enough ratings for a score now too!
@huvaakoodia I have to admit the name was mostly chosen as a pun, since the year is involved. They're all good points, but as you said, not enough moments. I actually would have saved a lot of time by not using real-world data, but where is the fun in that XD
@youbestrong Interestingly, the game is so hard because due to time constraints, the progression is linear, and I didn't want the start to be too slow. After a night's sleep I realized the solution was much simpler, a simple start bonus will make early ports appear much faster. Ah well. I like the SHUT DOWN EVERYTHING button(s) idea, it is very topical to the meme reference, and shutting down most things is actually key in getting through 2020 ;)
@mmason @sofy35 @rojola @alobker @amazura @stickle @peterbuo @dingotime @fukusplutus @polarfuchs @flying-dog-fish @mcjammydodger @lamasaurus @jojopalambas @pixel-error @undead-aubergine @huvaakoodia @youbestrong @silkworm-sweatshop I wish there was an @everyone, lol. Anyways, there's a post-jam version that has some of your comments applied to it. Check it out if you like! :)
Couldn't get very far, but I love the idea of controlling an unpredictable AI.
Something different for a change! Only thing I ran into was when I tried SPOILERS to feed dead doggo to Adam but it didn't take, so I disposed of him and I was told not to waste food... END SPOILERS
@silkworm-sweatshop There was no softlock, I had SPOILERS enough humans END SPOILERS XD
Lost 10% health trying to get the game to fit on my screen XD Also they didn't seem to be very impressed by my policeman anymore the second time around. They just fornicated and bought toilet paper as usual.
Really slick art and I like the country border stuff. It's got animations and everything. Very polished. Much stars.
I'm guessing this is a controller game, the keyboard only responds to half of the input?
Hahaha, physics is always good. Took me a while figure out that you shouldn't down the buttons but burst press them. Restarting also seems to break things a little. But no matter.
Nice! While I understand the reason for the pull-back mechanic, a pull-forward would probably have been more straightforward (no pun intended).
Simple and polished!
Victim of scope. I feel ya man.
I really like the physics of it. But of course with physics comes funkiness, lots of virii got stuck on the top wall.
I like how it shakes its butt when it drives north XD I don't think the keyboard was needed for the controls though. Just cycle through the 4 options.
Cute! The music is kinda soothing for a wave-killing machine, though XD
I had hoped to be able to sneak behind the cupboards... too bad XD
That's a lotta art and animation!
It doesn't fit on my computer screen :(
@despdair I guess maybe on full-screen, I'm guessing it's 1080 high? Anyways I like the animals, the game was too hard for me though.
Getting some real Dungeon Siege flashbacks here... Unfortunately the game is very hard to control, and the mouse cursor keeps disappearing so I don't know when to combo!
Solid entry. I like the dinos, is it a pack? I noticed you opted out of the graphics category.
Got to 48800, then it got really hard XD
The sound could be a little bit better, they were somewhat repetitive and cut off here and there. But my biggest issue is that I couldn't look at the cute dinos because of all the meteors :frowning2: :wink:
Lol nice, reverse flappy bird. This is kind of a trip, avoiding platforms by floating? XD
The controls sections is missing space to shoot ;) Unfortunately pressing space also scrolls the browser so the game was not playable for me. But it looks nice!
@sparsha-dhar No luck... but full-screen works :)
Looks pretty cool, very SimCity. But I found it very difficult to control.
Damn, son!
Only issue I ran into was that when I failed to encrypt a message (i r slow) the mission summary would never show up and it was F5 or the highway.
Old-skool!
That guy sure likes dying for his fire! Cute puzzler :)
Couldn't really get it to work. I like the concept! But not the camera.
This is great! What would make it even better is a drag-to-move camera (and one that doesn't scroll the browser page while it's at it), and some way to directly see if there's food in a vehicle as well at the number of residents in a house. I contend that might make it easier, which may not be by design.
Also, for other people: it's not listed in the controls section but you can zoom with the scroll wheel :)
Was a little too sensitive for me, fire boy is pretty fast. Also some background blocks appear to be platforms but aren't. Nevertheless a good entry. Nice art.
Pixel perfect stuff in Unity comes from a package called Cinemachine. It is included with the URP template by default.
From what I understand when you make an Extra Category game you upload builds for feedback. I dunno. I guess I was worried about missing the submission deadline?
Oh yeah, and you can't really run Unity WebGL builds locally anymore so I had to test it _somewhere_... and fix it a couple of times :yum:
Alright, the underground trash container bit my fingers, so this is probably all you're going to get :angry:
304, those double digit waves don't joke around!
I remember an old LD theme where this would have fit perfectly. But I forgot which one it was...
Anyways, I like the feel of it :slight_smile:
In our time zone, Ludum Dare ends in the middle of the night. We forgot to disable the audio category. Sorry! :sweat_smile:
In hindsight the tracker could have used some more balancing, but unfortunately time was getting too short for any extra testing. There's quite a few things we wanted to do more or differently (in hindsight) but in the end this is what we could manage in the time available (power outage notwithstanding).
We don't really know how to help you :neutral_face:
The instructions are correctly sized on my screen... and my screen only. I forgot to account for high-DPI displays. My bad :slight_frown:
Seems like Unity's new Input System has some issues still...
When I tried the game at home I also experienced the thing where the diver is constantly turning towards the right :neutral_face:
Man, how'd you get so much content in a single jam :astonished:
Good take on a classic.
Impressive!
Can't go wrong with a classic! I like the new take :smiley:
It's a little slow indeed but I like the concept!
I make a terrible bee.
Bunnies noooo
Hat tip to throwing out a spacechem like thing on such short notice.
I can't get past this one dude since the module doesn't get destroyed? Maybe I'm doing it wrong.
@dazylude Unfortunately not really in the position right now, but it was the one with the shooter in the middle and something on top and I think armor underneath it. The heart was dead center. The shooter got destroyed but the bullets from my 3 shooters were still blocked by it so they never reached the heart?
A nice take on a classic game :smiley:
damn seagull was waiting for me to eat that final seaweed so I would pop out of my shell
I had some trouble where the game got confused and constantly reconfigured my network faster than I could place towers, but I really like the vibe of this game!
I'm not sure if it was just me but I didn't get any voice messages. The file played but I didn't hear anything.
Still closed the case though!
Good take.
I got stuck right where the (high quality) footage got stuck.
I found it difficult to figure it out exactly but I applaud the effort!