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Extinction's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #44 | 3.621 | 3.621 |
Fun/Design | #51 | 3.621 | 3.621 |
Overall | #81 | 3.372 | 3.372 |
Technical Implementation | #83 | 3.345 | 3.345 |
Graphics/Animation | #131 | 3.276 | 3.276 |
Theme/Limitation | #143 | 3.000 | 3.000 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
You are the Boss and Leader of a species who is going extinct. Because the difficulty rises exponentially you are always on the edge of extinction. Waiting for the inevitable doom.
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
Unity2D, C#
Which diversifiers did you use, if any?
Infinity and Two Buttons Only
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Comments
I made it to Wave 7! I could see myself playing this for hours trying to improve, because once I got over the initial two wave learning curve and realized how important it was to start stacking cash, the game is incredibly addictive. The art and animation is just right for a quick read to make decisions and place units. The music and sfx are implemented incredibly well. Being able scroll in and out was very well executed.
I'm really glad I found this jam entry. This was one of my top experiences.
Some feedback:
- Another user recommended a grid system for placement, I think that's a pretty smart approach.
- A telegraph of where the oncoming enemy onslaught was going to take place would be helpful ... even if it's just (approaching from the North, approaching East and West — there's probably a more elegant visual solution than text).
- A more diverse color palette for the units would make it easier to know at a glance what I had placed down.
- Maybe this is in the game, but I couldn't seem to trigger it ... can I move a unit already placed down between waves?
Overall, what an awesome solo dev entry. Just the right length. Excellent polish and a fabulous jam experience. Thank you for sharing.
Cool game, well executed, and very satisfying to play! Congratulations on a great submission :)
Really simple concept, art and effects are nice. Definitely needs some balancing because some early factories lets you spam out whatever you want. Couldn't figure out the camera controls and a small tutorial at the start would've helped, really does drop you in the deep end. Overall a really good submission!
Really really amazing idea for a game, but I managed to break it in 2 waves, factories are just way too op. I love the art style and the sfx, good job overall!
dude wtf how did you make this in 10 fays solo. this is really impressive man amazing job honstly
4 days of procrastination and 6 days of cramming lol. Honestly I didn't put as much work as the other participants. The people in this competition is amazing.
I love the concept, it connects perfectly with the theme. I think it must adjust a little bit the difficulty of the game. Overall it is a great game!
I enjoyed playing it, as a fan of defense games.
Some adjust at the balance cost would be great, but overall that was a good experience! =)
I really loved the strategy that came with having to choose what ships and how much you'd spend in the short amount of time you had. There's little for me to add in terms of technical development and playability, outside of two points:
– The camera was zoomed too closely to the screen, and I later figured out I could scroll to make the figures smaller on screen so I could view them better. Maybe you could start with the camera zoomed out a bit more.
– Music selection. As a composer, I could tell you took some tracks that sounded good to you and decided to put them in different sections. Regarding that I recommend the following points:
Those are my two cents!
Thank you for making your game!
Would you mind checking out ours, rating and writing a comment on the submission page as well??
https://hevet.itch.io/aniki
Thanks again!
Hi! Please let us build up a bit more between waves, as you cannot really think about a strategy if you're always overwhelmed by enemies.
There's no way to know if your base or your units are low on life, I wish there was a few health bars or something. Same, no way to prepare the next assault properly because there is no indication of the direction where the enemies will come.
Usually in this type of game you're able to know what type and number of enemies will come next, and from where.
The game itself feels like a good idea but sadly the execution is a bit off.
Thanks for feedback. That was kinda of my fault. But I did try to make the game as simple as possible.(As to not have a tutorial lol) If you played it a couple times you'd notice that the enemies always start from the top before widening their spawn area and making it from the sides then bottom. This happens really quick but can give you the headstart you need. But yeah should've probably put health bars and next wave counters.
Really cool game. It felt like it had some real strategy to it.
The combination of money going up in real time and the very short wave timers was a bit frustrating.
I loved the presentation of the space battles. The laser sounds, the explosions, the speed of it, were all very satisfying.
Love it!! so much fun!!
Very stressful and nice. I think this could make a great strategy game.
Wave 21! Supper addictive, simple and fun. At first I was it was some cookie-clicker type of game, but reality was much better. It's one of these experiences where each time you firmly believe that you can change your strategy to last even longer next time.
What was the "boss" part here? I got "on the edge" feel from it for sure - these little pockets of time to build defenses I definitely felt on the edge.
I pretty much agree with your comment here. Great game, I lasted to level 20 in my best run. Clicking madness seems to be the limiting factor which isn't the most fun way to die. So a bit more strategy in the resource management etc, and a better way to build the base. I don't think it would be bad if it was locked to a grid and you could draw in structures, or something like that.
Yea 100%. Never thought people would make it all the way to wave 20. As the developer I could only get to wave 14 in play testing. But defiantly that is a big problem that I probably could've fixed.
I felt the better tactic was to get a good core of factories in the center around the main base, then keep bolstering the death ball with more and more with the armored thingies. I experienced that also placing them out as far as possible gave each "turret" more time to deal with a smaller amount of enemies before blowing up. At this point in the game, the camera was skipping around and the main objective was no longer in the middle of the screen :p
WAVE 12! Extinct! This game was one of the most fun I've played so far. Once you get going you feel unstoppable. Nice graphics and sound, good detail and the difficulty curve is well done. Is there an ending?? I was fighting like 120 of em lol.
No, sadly there is no ending other than failure. But glad you liked it!
The music was very good, the art was okay, and the gameplay was nice and fun. I think the balancing could be fixed a bit, and also it was a bit frustrating not being able to build while being attacked. Overall nice job!
nice game! music blew me away! -literally (being a litle too loud) and literally (because its awesome!) gameplay reminded me of starcraft meets tower defense. nice job and keep up the good work!
check out my game if you get a chance https://itch.io/jam/vimjam2/rate/1200495
to loud
Fun Game & I like the music, getting to wave 7 was awsome - The icons on the left are smalll and are far way from the action. It'll work well as a mobile game. I like to be able to spend more time on placement of the buildings. Larger Icons and set buildings to 1,2,3 on a keyboard. Good entry :)