Hive Alive! by Remco 2020-04-21T10:20:36Z
Pretty interesting game. One that definitely takes a bit of investment to learn how to play.
Foon → Ludum Dare Explorer → Users → Maindric
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Protect the Pup! | compo | 923 | 2.92 | 2.86 | 2.94 | 3.57 | 2.95 | 2.75 | 3.44 | 2.90 |
Pretty interesting game. One that definitely takes a bit of investment to learn how to play.
Interesting concept. It's a tower defense game where you can only upgrade a tower and not build them. Good aesthetics.
Really cute game! The aesthetics were on point and the mechanic worked really well. The last level took me a few tries, but I got there. Good work!
Sounds like an interesting concept, but lacks the link to try it. I will try the other links though.
@abregado I just got done playing (now that it works) and well done! For the most part it played well. I had a few instances where it seemed like it would stop accepting input. I do not know what was up there. Good work!
@abregado Ah, that's the fix. I just kept typing in what I wanted until something happened. :)
I enjoyed the exploration in this title. The walking robot was really cool too. A few small issues. I was able to walk on the roof of the house, and when I saw a small little spaceship thing, the game crashed. Excellent work!
ScreenShot.png
The UI was completely cut off from the screen due to UI scaling with ulrawide monitors. Good looking game, and well put together though, good job!
Interesting concept for a game. I was confused at first until I realized that I had a bathroom need. Though I understand why the game pushes us away from using Amazon, I cannot say that I can avoid that while the military posts me overseas. Not enough online retailers ship to APO addresses. On top of that, a lot of what I buy I cannot buy in the local economy. I will keep this in mind as I return to the states, though!
Pretty cool. I enjoyed it for a few minutes. However, the description could have used work. When avoiding projectiles, I feel a check list would do better than a descriptive paragraph. Also, with having to check the color of the doors, I feel camera control of some sort is a must. Though, really cool concept!
I got the same issue as @ion-programming. White screen with an FPS counter only.
Aesthetically, the game really flows well. The concept makes sense as a whole, though I wish there was a "metronome" type mechanic enforcing the player to stick to a beat to keep alive. Also, the controls were iffy. I could hold right and just tap left to get a machine gun effect on the right side, though the left was more clunky.
Overall, the game was pretty good. I enjoyed the graphics, and the audio was clean. Good job!
Really cool concept. The only issue I had was that often times, I would click on the tree to the right (and often down-right) to the tree I though I clicked on. Good work!
Keep it alive by destroying. I like it. Though I know you say multi jump is a feature, infijump is prevalent in this game.
Interesting take. It would be nice if there was a message that came on once you restarted the game at the cause of the last crash, like a "log" feature. I enjoyed it.
@eldar, I would be interested to see the backtrace. The issue is with my spawning mechanism. I did not track them quite as I should have (implemented it as I was awake for 20ish hours) so sometimes a call to null is made. I tried to circumvent it, but it was either turn it in or never.
@evolving, thank you!
@fateaglegames, that is fair. I did make the boss and his henchmen automatically know the player's position at the spawn to make the final wave a bit more difficult.
@eldar, the plot thickens. So I playtested (with my daughter) a few times, and each time the boss died, it crashed. This did not happen in engine for the playtests. This could have been your issue. Thank you for playing it!
@ch4oticau lol, thank you. I am far better at making vague 3D models vs 2D sprites.
@dekuchen the idea is that the towers would defeat the aliens. I should have added another collision to be all around at least a bit.
@verrazano for some reason the compile broke the victory portion of the game. I noticed this after the deadline. There is certainly some issues with the Kinematic Bodies (Stuck to trees, sometimes flies to ground, etc). I have never been good with physics engines.
@mysteriousbaboon Thank you. :)
@Goutye, I didn't know that... Time to investigate deeper.
@rigdonware, I meant to add an effect to the tower for shooting, but I ran out of time.
@generalsturgeon should be fixed now. :)
@goutye per your recommendation, I fixed the bug. I redid the alien spawning (which was causing null reference issues) and even fixed the stutter issue with that. I did fix the aliens getting stuck in the ground too as that is semi-game breaking. Though, I didn't fix them getting stuck in trees... Oh well.
@eulalia-porto-figueroba Yeah, feedback to the player to have the turrets shoot was a planned feature that I never got around to adding...
@igoreshka Once all aliens are destroyed, there is a little victory message. It takes 155 seconds for all aliens to spawn, and they are destroyed faster if you aggro them and pull them to the towers.
@wheybags, I should have implemented a way to a) prevent two things from spawning at the same locations and b) ensured that if aliens were canceling out each other's movement to then change their destinations. Thank you for that. :)
@jsmars, That is fair. Given the "pure" randomness of the alien's destinations, there is a small chance that they will go to the corners. I could have offset this in different ways. Likely the easiest way would be to set the dog's position as their destination randomnly (or regularly). This would counteract any possible standing still tactic.
@adriankrawczyk thank you!
@Remco that is fair, and I considered against it. I just wanted to showcase the dog model from a perspective that the player is unlikely to do in natural game play. I did consider a score system, but that was after adding in effects to the towers.... Clearly I forgot that latter as well.. Correct, I have come up with a technique that should seem natural for future jams.
Getting strong Stardew Valley vibes from this game. Good job!
I really enjoyed it overall. Though, I feel too many of the deaths were to lack of knowledge of the level instead of lack of skill, as some things cannot be seen.
Also, what was that clue about Carol eating Sean, like, wtf mate?
That's comical! I found the master ninja, but was the second secret that I cannot escape this hell? Good job.
Good game! I agree with @mincemeat in that Space Bar should have been able to jump as well. Also, I feel the tutorial screen should be automatically hidden upon killing the first bee. This would make the start over screen easier and killing a bee requires all available controls anyway.
I found the targeting to be awkward. Also, the fuel burned too fast once you got to toilet paper as it was often hard to get to the toilet paper once it starts burning at that stage. It looked really well. I enjoyed my brief time in it.
Good one! What engine did you use for this game? I enjoyed the humor and noticed Aliens/Covid-19 relationship. I feel the controls were not as responsive as I wished they were. Beyond that, I enjoyed it enough.
@eldar, that makes sense! I find it neat that you took an engine that was clearly not designed for a task and made it work anyways. That makes it all that much more impressive for a 48 hour game. Good job!
I really liked this game. Interesting control mechanic, though a little clunky. I feel like this game could have been done entirely on the mouse. Left click a mob to move and attack it, then right click to move the dog.
Enjoyed the audio in this game. Also the pixel art looks really good. Good job!
I enjoyed the concept. I would like to see a concept like this expanded a bit. Maybe have the player gether the flowers to feed the dragons in between combat.
Really cool game. A lot of levels as well. If anyone is reading this comment before playing, full screen the player. If you move the mouse off the left side while trying to move, you will inadvertently move right all of a sudden. This causes a mistaken death. Good job!
Link didn't work for me. Mad-Jester.png I think you need to make it public?
Link worked well for me. The biggest issue I face right away is the UI was broken for fullscreen on an ultrawide.
Barring that, this game has a very tight gameplay loop that takes some strategy at the beginning. Good work.
Pretty neat game. I like how what you need to protect can be behind or in front of you, makes you think before taking a shot.
Really interesting game. Something I noticed is that you could collide with "it". Due to this, you can jump off of "it" and fly off of the level.
I enjoyed it, good job.
Graphically, this game is really impressive. Mechanically, it is super easy to get flooded to mobs and it becomes quite a pressure to protect the egg, so good job there! I feel the fire breath could recharge a bit faster.
Sadly, I do not think the time function or record functions work as they did not populate for me. Got over 230 kills though. :)
I think you need to make the itch.io page public for us to play. If you @ me I will play when it is fixed. :)
Really cool concept. I like that the results are shown to others after they make an entry.
Really fun platformer. I loved the graphics, and the mechanics were solid. A+ tutorial work. I see you closely followed the Super Mario tutorial method and what the Super Meat Boy developers with introducing mechanics slowly and bringing them together in the end. Over all, it was fairly easy. Good work!
I am impressed! The level of polish in this tower defense game is palpable! Easily ranks in my tops that I have rated so far.
No link and no description. Sorry bud.