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A jam submission

Beach Defend 2000View game page

Defend the beach like it's 2000!
Submitted by XCVG — 2 days, 1 hour before the deadline
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Beach Defend 2000's itch.io page

Results

CriteriaRankScore*Raw Score
Modifier#14.6004.600
Overall#33.4333.433
Overall Bad#34.0004.000
Sound#33.0003.000
Overall Good#63.0003.000
Gameplay#82.6002.600
Graphics#83.4003.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have implemented the modifier, how have you done so?
Done in a late-90s/early-2000s value software style, with lousy early-gen 3D graphics and plenty of jank. Has a retro-style setup program, ugly old-looking website component, and support for CD audio.

Any additional information for voters?
Inspired by Beachhead 2000 though it's not *quite* a clone. Make sure you read the META_README file and check out the stratopause folder. The updated "SP2" download adds boss fights every 10 rounds and some bonus content. For music you can use any CD with at least 4 tracks, the game doesn't check what it is at all.

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Comments

Submitted

It may not be nostalgic for other people but this game brought back memories of going over to my friends house in 3rd grade and playing his dads games in the downstairs computer room they had. While I may not have played as many clunky 3d games from this era however, if you were to simply change the perspective from first person to a side view, you'd have most of the front page of most online flash game sites in the 2000's. I couldn't tell you how many hours my classmates and I pumped into flash games from grades 2-6. Beach Defend certainly recaptured some old childhood memories.

I especially like the lower res title picture, that alone almost places this right along side games I could find in my dads collection gathering dust on an old bookshelf.

The graphics themselves evoke the likes of old flight simulators and racing games. There's just the right amount of 3d mixed with 2d sprites for it to feel like the devs (if this were made back in the 90's/2000's) wanted to make the game detailed, but computers couldn't handle it and they didn't have the budget for it.

The gameplay itself is exactly as advertised, you defend a beach with a machinegun and missiles, simple but it works. And I loved the microtransactions and was surprised that you went so far as to actually make a website for it. The amount of effort put in is obvious and it paid off I think.

Unfortunately my laptop doesn't have a CD drive so I can't test out that part but it sounds really cool, good job man!

Developer(+1)

It's nostalgic for me, and I think there is definitely an element of "you had to have been there". I think the timing is about right that a lot of people will have these memories but it's definitely not going to hold up over time or appeal to a younger crowd. It's going to bring back memories if you've played junkware, but some features might leave people confused (particularly the crack). I'm glad that it's clicked for you.

The CD audio feature is really questionable because not many people have optical drives anymore. I think it works for this jam but it's not something I'd bother implementing for a serious game. The implementation is also disgustingly hacky and I'm amazed it works at all.

Submitted

A horrifying glimpse of what older games might have been if "microtransactions" as we know them now had been around already! I didn't try the console commands or crack, and I'm pretty sure the game is straight up impossible without Black Geode... which I imagine is the point! I liked the standard music and the website you set up, it definitely looks like what an early 2000's cash shop probably would have.

Developer

The first wave is doable, and maybe the second. Past that it's basically impossible. It's deliberately balanced so that you pretty much have to throw money at it. One kill grants one geode buys one bullet, so you literally can't afford to miss. Geodes are persisted, so in theory you can grind it, but it wouldn't be a fun experience.

I actually made the crack and website first. The original idea was "Beachhead 2000 with microtransactions", but it wasn't bad or weird enough for my liking so I started throwing in other things later on. The bosses get weird around wave 30, and if you can get to wave 51 (impossible without cheats) there's a surprise. In retrospect, though, I feel like I should have stuck to the original concept instead of breaking the facade halfway through.

Submitted

Yeah, I got to wave three, and ran out of bullets and money. I figured it was meant to be a complete pay 2 win experience.

Huh, maybe I should give it another try with the cheats after I've tried the other jam games! I didn't know it'd change so much later on.

Submitted

I tried it again, the crack was kind of funny and I got to wave 30 before I had to quit!

Host

If there's one stand-out feature about this game,  (and to be fair, it applied to your game last year as well) it's the attention to detail you put into it. The gameplay loop itself is fairly simple, but upgrades in between waves really help to keep you invested for a decent amount of time.

[Spoilers ahead]

I think the whole cracked game thing is really interesting, and really adds to the experience of playing a dodgy pirated game from the early 2000s. I legit had to run a virus scan after I used the crack. The documentation attached, along with the terrible music etc all helped to build the impression. For some people, it might seem like too high a bar of entry to go through the process. After all, no-one enjoys pirating video games. However for me, I just found it very intriguing, which helped me to suspend my disbelief and go on with it.

The whole dual-currencies thing is also something that isn't funny in itself, but the humour comes from how far you take the joke. Leading the game to your website was a nice touch. I played the game for a second time using the infinite coins hack, just to see how far I could go. Turns out that after you reach about 50 guns, it kinda has the reverse effect and the rate of fire actually gets a lot worse. Even so, I carried onto 128+ guns, and used up the (luckily unlimited) ammo like no man's business.

Unfortunately my portable DVD drive wasn't working for whatever reason, so I couldn't play the game to the Mario 3D world soundtrack, like I was hoping. However, I assume it works fine, and it's another great example of your attention to detail. 

This kinda game is usually somewhat boring to me, but everything you have done around it has elevated the game to another level. It's a really commendable effort, and you should be very proud of the final product you have made in such a relatively short amount of time.

Developer

The crack doesn't actually do anything other than create a text file, but it's deliberately made to be as terrifying as possible. I was worried that some people would absolutely refuse to use it, and the game isn't really winnable without it, so that's why I included the console commands in the readme file.

The optimal number of guns is 4-7. Above that it gets kind of boring, and above 20 it starts glitching out. I think what's happening is the bullets are either hitting each other or hitting the guns. I didn't really put much time into trying to fix it. I also didn't bother with object pooling or other optimization, so too many guns is probably a performance killer.

I prefer spamming missiles, though.

I wouldn't count on the CD Audio feature working fine. It worked in my (limited) testing but it's incredibly hacky. Music is actually played by opening VLC in the background, and stopped by killing the VLC process.

I feel this is a better game than TWAT, but I also feel that it's a weaker entry for SBIG Jam if that makes any sense.

Developer

I really went overboard on this one, after saying I wouldn't this time. Honestly, I feel TWAT was a stronger entry; Beach Defend 2000 doesn't have the jank and bizarreness of TWAT. Beach Defend 2000 started off as "Beachhead 2000 with microtransactions" and then I just started throwing stuff in when I realized that wasn't really working.

Also, like I said, I spent way too long on it. I pretty much spent the entire week on this project.

I tested the CD music functionality with Sabaton's The Great War- of the four physical CDs I own, it was the best fit. I think it would also sync up well to Carolus Rex, Will To Power (Arch Enemy) Dark Passion Play (Nightwish), or Imaginaerum (Nightwish). Only one of those really makes sense; the others are just ones I was listening to with tracks arranged in the right order (though I don't know if physical copies are arranged differently).