Thank you so much everyone for such kind words and such great feedback!
This was my first attempt at making a game based on physics simulations, so a long list of planned features got slowly whittled away with every hour I spent fixing strange bugs and mis-configuration in the physics engine.
@appoxgames I didn't have the time to mention it anywhere in the game, but your units don't always shoot in exactly the direction you tell them to. they have a chance of shooting at a slightly different angle.
@hotaloca Volume control settings were the next thing I wanted to put in before I completely ran out of time... :sweat:
@draperdanman This was my first time using Krita for art (it's good!). I was mostly trying different brushes at random and some turned out better than others. As for sound, I got as far as digging out a bunch of board-game pieces and recording foley sounds for things colliding, but I didn't have time to put them into the game.
@fabernull I could have made the AI take its move immediately, but showing the thinking solved a couple of problems: it let me re-use some of the code for checking player movement, it gave the player time to see what was happening, and most important of all, it ended up looking pretty cool :grin:
@mordrick At first shooting was 100% accurate, but it was clear this gave the first player too much advantage. I originally planned to have an aesthetic based on old late 19th C. tabletop war-games (see the font and the Napoleonic-style cannon), but I didn't have the artistic skill to pull it off, so it just ended up as a very muddy color-scheme. I'm particularly concerned that the game might be almost unplayable for the color-blind. I originally used pixel-perfect textures for the text, but at low resolutions (particularly on web) it was completely illegible rather than just blurry. I later increased the web player resolution but never got around to re-importing the textures as pixel-perfect :sweat_smile:
@pdotjpg I did a terrible job of communicating how shooting works. It always fires with the same power and vertical angle, but horizontal angle is slightly randomized. Sadly there's nothing in the UI to indicate this :confused:
@pvp Thanks! Web audio seems to depend a lot on the browser. If I revisit this game after ratings and feedback are finished, I want to try and implement online multiplayer, but making the physics sync properly over an internet connection is a very daunting challenge.
@listonos for the AI, I did the simplest thing that could possibly work, so yeah, it's not great. Even still, I was paranoid it would turn out very buggy so it ended up being probably the most heavily-commented code I've ever written for a game-jam.
@maggardjosh better camera controls was another thing I wanted to add but just didn't have the time. Usually the simple rotation controls I added are enough, but there are definitely situations where you need to be able move the camera more freely.
@gdman yes, more units and more chain reactions would have been neat, but there were a couple of reasons I avoided that: The main reason was that I had no idea of the performance of the physics engine when compiled for HTML5, especially with large numbers of objects, so I kept numbers low to be safe. A lesser concern was that losing lots of units all at once to a chain reaction wouldn't be very fun... on the other hand, you're right: it _would_ be fun to knock over a whole army of enemies with one shot.
@gus-the-shark I would have loved to have added more kinds of units. Early on I had ideas for machine guns and grenades and all sorts of other things, but 48 hours turned out to be just not enough time to add much more than the bare minimum :slight_frown:
@peachtreeoath The main menu was a surprising amount of work: modelling the cannon, coding the dominoes to show different letters, and fiddling with the camera perspective so all the text was legible at once, despite being different distances from the camera. I'm glad that work paid off!