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(2 edits) (+1)

"I wish the physics played a bigger role"---immediately gets hit by a stormcloud that launches my wall into the tower, knocking over the entire structure

"I wish there were enemies that came from the sky"---immediately gets pelted by truck sized balls of hail

"I wish the enemies came faste--"

Super fun game, so much personality in the art. Honestly the calm phase is the first 15 waves, after that the game has no chill. I'm in full panic mode trying to rebuild the entire structure again, while my character smiles back at me knowing this is it

Slight critiques:

- I do think you could truncate the first 10 waves or so, cut it down to 5 and let the player get to the chaos faster so they can see the game for what it really is

- The timer blocks the center of the player once the camera zooms out, making it hard to see that area when building

- Not sure how to fix this, but when the camera zooms out, it aliases the art, making it look suboptimal. I think the resolution should match the zoomed out camera, and then you can zoom in from there

Great submission! One of my favourites!

(4 edits)

Thanks for the feedback! First two criticisms have easy fixes, but the last one’s kinda tricky. 

Storm Shelter uses the Nearest renderer (renders closest pixels) to render textures. However, if I use the Linear renderer (combines nearest pixels and renders that), the pixel art looks blurry and not as good. I’m not even sure if some of the minute text (such as the walls from the WALL upgrade having text on them) would be readable with Linear rendering.

If I were to do a postjam version, I’d either include a setting for texture rendering, redraw everything (kinda infuriating), or rescale everything (super infuriating lol, given how I’d have to reprogram a lotta stuff to work with the new scale). Or there’s probably some other solution that I haven’t heard about yet lol.

Thanks for playing! Glad that it was one of your favorites!

(1 edit) (+1)

Depending on your sprite resolution, a possible fix may be to first find the camera zoom that makes the art look good when zoomed out max. Then every zoom-in is an integer multiple of that (like 2x, 3x, 4x). You could still lerp/tween between 1x and 2x for example, so there will be aliasing as the camera is moving, but once it reaches its destination it should snap the pixels correctly

--- though looking at the art again, I don't think this solution is possible unfortunately