Great visuals, also nice work on the ai for the units and the boss. The distance from the boss and the different speeds of the units made it feel a little off for me, but with some rebalancing and maybe something special with each unit this would be pretty dang good! Nice work on your first jam
Play game
Earth Invasion Force's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1857 | 3.399 | 4.300 |
Overall | #3827 | 2.609 | 3.300 |
Enjoyment | #4530 | 2.135 | 2.700 |
Creativity | #4995 | 2.293 | 2.900 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game is designed as a reversed wave defence/horde shooter. Instead of playing as a mass-murdering action-hero, you have to send waves of machines to the mass-murdering action-hero
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Thank you! I am glad to hear that you liked the aesthetics.
I fully agree with you on the camera. Holding left shift makes it move a bit quicker. But in retrospect i should have made that the default speed. Having the hero be difficult was somewhat on purpose and it is possible to defeat him. But having it be this difficult was not really my intention.
Both issues are mostly caused by a lack of play testing. Definitely something i am going to keep in mind during my next game jam!
I was pretty lost at first until I pulled open the game page to see the controls, and then it made sense! Pretty fun concept, but it really needs some more balancing to make it possible to have a chance at defeating the hero - maybe not by changing the damage numbers directly, but possibly by giving you multiple spawn points, pathing options, and more unit choices. I almost did 10K damage but I definitely could have done much more if the units wouldn't bunch up so much.
Anyway, good job!
Thank you for your feedback! I am not at all surprised that you were lost at first. I decided to not spend any time on having a tutorial and instead just displaying all that information on the game page. Not realizing that most people will only see the jam submission page. Definitely a good lesson for next time!
And i completely agree on you with balancing. Right now it's all sorts of wack. But indeed not because of the damage numbers. Some players manage to defeat him just fine. I am planning on a small post game jam update to improve and fix some things. I am definitely going to take your suggestions into account. I want to give the player a bit more control over the units without just turning it into a RTS. Multiple spawn points or some simple pathing options could be great for this.
Oh that Sir Gilleon is a toughie! Few more lobsters and maybe I coulda done it but I thought I could bank my money.
Well done!
Thank you! Originally you could bank your money. But i figured that removing that feature forced the player to actually send continues waves, instead of just 1 giant wave.
It's a bit unintuitive, so i should probably have explained that somewhere in the game. But, ya know, this gamejam i discovered that 48 hours really isn't a lot of time!
I love the mood. A lot of games in this jam are bright or at least not dark so anything like this really stands out! Also I have a soft spot for things being set at night.
The gameplay is really fun although I admit that I was just spraying and praying with my units and somehow won. Still very solid entry!
Thank you! Yeah i didn't have time to implement a propper audio system. So now the game turns into a bit of a noise music album at later stages.
And nothing happening after Sir Gilleon dies is definitely a bug, it should show a victory screen. But i just checked, and it looks like i completely forgot to call the function that actually does this. Oops. But thanks for letting me know!
Leave a comment
Log in with itch.io to leave a comment.