Phew. That last sentence could have gone either way. ; ) Thanks so much for the comment and for playing!
Berhune
Creator of
Recent community posts
Your guess is better than mine when it comes to mixing ECS and MonoBehaviours; I've scrupulously avoided trying to do that. In just ECS, I think the answer would depend on what the events record. If there is a large volume of sequential accumulative events applied to a single entity, I'd probably try to pile them up in a DynamicBuffer of each event type and the process them in a later system. If the events are singular, then maybe they could be enableable components on the entities to which they apply. I'm still figuring out these things too, though, especially compared to those experienced users (e.g. tertle) who have a whole framework for broadcasting and consuming events in serial.
Engaging skill-based action game with just the right number of mechanics for this jam - the volume of entities is substantial enough to demo DOTS's performance well but not so crowded as to prevent meaningful decision making. I felt in control of my situation, and when failing a mission was always compelled to try again. I really like the detail where your turrets take time to pivot to their intended angle, creating flow around which way you're facing and what targets you expect to pursue next.
Thanks, and same to you! The first level of a game jam submission being unplayable is a PTSD moment for me – been there! This time, it's level 4 that's unsolvable, so the other 7 levels are only playable in the Unity Project. Tic Tac Noooo!
I've guiltily added fixed links to the main game page on itch and here. Judge whichever you like. These versions have no other changes besides letting you progress further.