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Earth Defence's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #24 | 4.028 | 4.028 |
Overall | #37 | 4.028 | 4.028 |
Music | #57 | 3.778 | 3.778 |
Fun | #68 | 3.861 | 3.861 |
Story | #93 | 3.417 | 3.417 |
Theme | #110 | 3.917 | 3.917 |
Aesthetics | #138 | 3.972 | 3.972 |
Sound | #589 | 2.194 | 2.194 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Credits in description of game, but yeah the music is from pixabay, and the picture of earth I modified wasn't taken by me.
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Comments
Nice one. We enjoyed playing it. Looks really polished you can see the huge amount of effort put into it. Nice Job!
My thanks to you and your wife!
Very solid entry! Got wrecked very fast though)
Thanks enweave! That's fair enough, I did dial up the difficulty near submission (maybe without testing it properly too XD)
Beautiful game, music is really soothing, considering the games circumstances.
Thanks Petraefa, I'm pretty lucky to have found it, I spent a while looking around for something that's a bit slower, dramatic and kinda sadish
fun game i really enjoyed how well done the mechanics are
Lol thanks raging turtle! :D
This is impressively polished and really well done! It’s a shame about not having time to add the repair bay but that’s super understandable. The ship navigation and small details like the turning were really well done. I felt like the difficulty dropped off a lot in the first level, but then spiked massively in the second, so maybe a bit more balancing there may be good, but I also might have mismanaged a bit at the start of that second level. A really good game!
Thanks Seb! Yeah repairing was soo close to getting into the build but alas it was not to be.
The amount of balancing that's required was something I underestimated when it came to planning out time, ended up smashing together an excel doc and copy pasting alot XD
I understand that completely, the respawning mechanic in my game was so close to working but I just didn’t have enough time to fix the issues, and left it out rather than breaking things. I also ended up in Excel land trying to make units compliment each other and be reasonably balanced, it’s quite tricky and moving values back and forth is a bit of a headache. It has inspired me though to look at a Godot plugin which allows you to edit custom resources (which is how I did the classes/unit types in my game) in a tabular view to make this kind of thing easier, or maybe even allow CSV import for values. Something to experiment with for sure!
The game feels really smooth and polish! There are different ship varieties as well which added more depth and made the game more fun! Also love that you have 0.1x speed, I specially needed those when I was getting swarmed lol
Overall, the game is solid!
Thanks Zaapp! I've got to slow it down to that speed all the time as well XD
And funny thing is that it's 0.1 because it would throw up errors when trying to multiply and divide by 0.
Very good! I enjoyed it very much. Love the variety of ships. A really RTS there. Would have loved the reparation mechanics too... but, what's you've achieved in just 10 days is awesome!
PS: I would really appreciate to know more about your units' movement: what algorithm did you use?
Thanks! Repairing was soooo close to getting in, but alas it was too late, I barely managed to fit in the "tutorial text" ;-;
In regards to movement *deeeeep inhaaaale*
I have four states on ships (not moving, rotating, moving, slowing down), and whenever I want to move a ship I give it the x and y co-ords of where to go, and set the state to rotating.
Rotating - It tries to rotate towards the target point while moving at a slow speed, when the difference between the ships angle and angle it wants to be at is 0 it moves to the next state
Moving - It just speeds up to its "max speed"
Slowing - it checks the distance between itself and the target x y co-ords, and once it's a certain distance away it'll start slowing down, which can be kinda jenky.
Enemy and player ships all have the same movement, the difference is who or what is giving commands.
Hope that made a semblance of sense >o<
Thank you for your explanations. So no flocking or something like that? I thought... Nicely done!
Wow an RTS!? Now that's what I call stepping up to the plate and taking a big swing! I'm incredibly impressed with your game! Nice variety of units that all felt distinct, I liked balancing between the transport ships and the fighter ships.
The controls were amazing, the ships moved so smoothly and the grouping felt responsive and polished. That can not have been easy to do!
Awesome work! I'm going to have to come back and play some more!
Aww thanks! I'm very glad this jam went for 10 days but It was still probably a bit more than I could chew in regards to scope. I'm going to see if I can improve it a bit more afterwards so hopefully that goes well!
I'm glad to hear that you will continue with it. I think that will be well worth it!
Nice game! This is the first RTS game I've seen so far and you've done a pretty good job of it. Could play a game like this for hours.
"might update in the future" I think you should, there's plenty more you could add and it has potential.
Thanks Alex!
Yeah I might end up doing that, finally get that repair mechanic in and do a proper art pass (I totally didn't rush the graphics on the last day...cough)
No problem!
It looks pretty good for a one day art job, I wouldn't have even noticed. Good luck with it! and congrats for getting it finished :D
Good job
Good job
Thanks twenty!
I see you also get affected by the double posting, glad I'm not alone XD
Very fun game. I like that you can select multiple units to send them off to collect the plebs from the stations. Having the option to speed up the gameplay was great.
Good job :)
This was a fun challenging game. Loved it.
keep it up my dude