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That was fun. Really nice mash up between a tower defence game and strategy game. Felt great to get your mech in just the right spot and have it lay waste to a horde of bugs.

I will say, as others have pointed out, that the walls seem a little pointless as the enemies have no problem just walking around them, and it's hard to create choke points, especially when you get so few per round.
I think something that could serve the same purpose but with a bit more utility would be a "slow zone" generator of some type. That way, anything that paths through the zone could be exposed to nearby turrets for longer.

Another thing was that the mech would sometimes decide to fire at a bug that was really far away, rather than the once closest to it. It was frustrating as with the low speed of the bullets, it tended to miss those far off targets. Would be nice to have a button to reset the mechs aim and get it firing the bug closest to it.

Over all though, this is a very impressive game for a jam. I know it's not easy getting so many different systems functioning in just two weeks, so you've done a great job getting this all working and bug free (well, except for those damn bugs that keep hitting the generator🦗)

Thanks for the feedback and I'm glad you enjoyed the game. I do agree with your comments. 

The walls were created really early and I didn't know how else to really change them. A lot of small changes could help and really change the experience. Like adding to the economy or getting some resources from enemies, so you could place more buildings down. A slow zone would be pretty nice, I'll keep that in mind. I do wish to improve upon this but I think I'd start a new project for that instead of modding this one. I had a vision for this project and didn't want to change it too much and get lost in a random direction and not complete the game. 

Yeah, I need to study into making a better target acquisition method. Right now, there is a large collider around it and an OnCollisionStay but this is pulled for every Enemy within the collider and can mess it up. I have a button to try to null out the enemy that it's targeting but I wasn't able to get it to work right. Sometimes it would retarget and other times it would retarget the same enemy. I'm not sure what code would cost the cheapest, if creating an array of enemies within the collider and then measuring distance to each and going off that would be too costly or not.