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A jam submission

All you need is RockView game page

Casual 3D you need to survive against waves of enemies.
Submitted by Mykyta β€” 2 hours, 56 minutes before the deadline
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All you need is Rock's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#43.9003.900
Use of the Limitation#64.0004.000
Overall#63.9623.962
Concept#84.0504.050
Presentation#143.9003.900

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Mykyta_Mark

Software used
Unity, Blender, Rider, Photoshop

Use of the limitation
The game has only one material that you can collect. You can then melt it into different things. Even in a living Cube!

Cookies eaten
Many colorful jelly bears.

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Comments

Submitted(+1)

Solid entry, thougfh it had some programming issues. Enemies would stop seeking to advance towqrds the base once they fought abattle sometimes, making it so that future waves were easily cheated by not killing one enemy and taking the time to build. I would also like to add that the mechanics were very good, but there was no incentive from the enemies to try and do anything different. They werew always the same, and nbo enemy variation takes away from the combat system. I can see it had a big scope, and for a single team member, it si very good. Lastly, no music really hurt the presentation, it could have had a lot more pucnh, specially because of the addictive game loop./ Good game! cheers!

Developer(+1)

Thank you 😊 

Yeah my problem is that I always overscope my projects. And It's my 4th jam in 8 years that I submitted.

I participated in a big amount of jams. But almost in every of them I just quit in the middle because of understanding that my idea is too big and it makes no sense to make it.


So this time even though I overscoped it again, I decided that no matter at which state it is - I will submit it anyway. So here we are.

Without audio and many unfinished features πŸ˜…


But release something really helps me increase my skill of finishing a project. Even in this state. I pushed it and it has a win and lose screens. And a menu. Waves also was added right before deadline just to add at least some sense to all of that πŸ˜…


Usually I postpone it untill the end and never do.


I guess I need to participate in more jams and push it every time and eventually I will normalize my scope.

Submitted(+1)

Simple but great, also this is the only jam game i've played which has gamepad support :)

Developer

Thanks)

It's not really hard when you work with Unity.

The hard part is to make it work with UI. And I didn't πŸ˜…

Submitted

I believe by default if you're using the new input system things such as buttons should automatically work

Developer (1 edit)

They should. But you need to setup navigation between buttons and set a button to be selected by default. Then you can use stick to navigate.


Without that you can't navigate until you click with mouse on any of the buttons. So UI needs additional setup. But basically yeah. It's almost ready.

Submitted

Interesting game!

Really liked the visuals, but then I read that it's not made by my own hands :(

It lacks some kind of training because personally I didn't understand the first minutes what and how to do even with the hints on the floor.

Developer(+1)

Yeah it's obvious for me but can be confusing for others. But I had no time for a proper tutorial 😞 

What do you mean - not made by my own hands?

Developer(+1)

I maybe confused you with the link to used assets.

I only used the texture for the prototype grid. If you go down from the hill there is a grid on the ground. The texture used for the grid is from the asset.


But everything else is made by me. All the assets, animations and the code πŸ€“

Submitted(+1)

oh, sorry! then its really good

Submitted(+1)

I like it a lot

Submitted(+1)

Cute design
A lot of the improvements I'd suggest are already documented as known bugs. I think it'd also be nice to allow bigger purchases once the waves start getting bigger (resource consumed faster, block produces more units, etc). Also, it'd be interesting if there was some way to control units better (waypoints?) since they often ended up in sub optimal positions. I did explore a lot of the map for fun during one wave, and it got me thinking it'd be interesting if you were required to send units to fight structures, or place additional resources out in the field to collect, or something similar to give an incentive to explore more. Otherwise, you'd just stick near the very start area.

Very nice game overall

Developer

Thanks 😊

Yeah improvements definitely needed. The plan was way bigger than what we have here.


But I was out if time. Tbh even the possibility to make swords was barely made in time πŸ˜…

If I will have time and energy, maybe I will try to make what was planned.

Submitted(+1)

I really dig the visual style you picked, looks super nice imo. 

The gameplay loop was also fun, I love the feel and look of picking stuff up and throwing them around, only wished the movement speed was a bit higher, made it a bit difficult to feel compelling to position your troops, would normally just trigger the enemies and position them near my troops instead XD (maybe making the troops throwable too would help with this issue)

There was a bug where sometimes I would be locked from picking stuff up, ain't sure how this one happens. There is also one where you can give multiple swords to the same troop, but I think this could actually turn into a super neat mechanic of making a troop deliver insane amounts of damage the more swords it possesses

Developer(+1)

Thanks ☺️ 

Yeah there are a lot of bugs. And some of them are result of another hidden bugs I believe. The code is really a mess.


Oh, nice idea to increase damage by giving another sword to the same unit πŸ€”


I surprised no one catched a funny bug that you can give weapon to an enemy πŸ˜… Because in the code this is the same object with almost the same behavior. The only difference is a int Team variable.

If unitA.Team != unitB.Team they see each other as enemies.


But mechanic of giving a sword doesn't care for that variable. So you can just give weapons for both sides πŸ˜…

Submitted(+1)

i dont know what to say, just... rocks.

the art style is simple but very easy to read.

i only wish there was sounds, but besides that is an easy 9.5 out of 10.

Developer

Thanks!
I am trying to explore this art style and find something appealing and at the same time easy to make. Perfect for jams.

I was really close to add sounds. But it was either sounds or GameOver/Win logic.
I decided to make those because it will make the game more... Game. 

Even though I never tested the level win screen. I don't know if it really works πŸ˜…

Submitted(+1)

Those creatures really reminded me of those Thwomp enemies from Maria 64, especially the crown. Got to level 12, the enemies had no chance against my 30 units. Sounds would have given a needed impact when enemies are killed/hit. Had a great time!

Developer

Thanks!

Submitted(+1)

The game is very polished and I had a really fun time playing it! Amazing game

Developer(+1)

Thanks!

Submitted(+1)

I had a lot of fun with this! The art and animations are great. I think later waves could have more enemies, I found my purple people were crushing the green guys for the most part.

Developer

Thanks!
There is a difficulty curve - at wave 20 it should spawn 50 green cubes. With 1 second delay between them.
The game needs balancing for sure )