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bilalakil

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A member registered Nov 09, 2018 · View creator page →

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Oh wow, sounds like you cracked it! 😂 Scythe OP maybe 🤔 

Thanks for playing! Yeah I’m a bit bummed that I couldn’t get sound and music in 😢 Definitely the next thing  I’m working on.

Interesting idea regarding dropping the items on the “actual places” on the soldier. I’m not sure how that would work when you end up with 10 swords or 7 shield though 😂 

Ahah thanks, will let you know!

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Thanks for playing!

I tried something different (and complex) with armour this time around. Bear with me for the explanation 😅 

  • Armour is something like a separate life pool - let's call that pool durability. The armour stat actually represents a unit's maximum durability.
  • While a unit has durability, it takes only 10% of hit damage to life, and 10% to durability - most of it is mitigated!
  • The break stat directly damages durability to destroy it much faster, and the pierce stat allows more of your damage to bypass the effect of armour.

If you're interested in a (much) more detailed explanation 😛 The calculation has a few steps:

  1. The attacker's break stat directly damages the defender's durability, in full.
  2. The pierce percentage is then calculated. It's 100% if they don't have any durability left. Otherwise, it's a base of 10%, which scales up to 100% if you have 100% pierce from Spears.
  3. Then we deal with the non-pierced amount, if any: this damages the defender's durability, but 90% of this amount is mitigated by the armour!
  4. If the non-pierced amount is enough to deplete the defender's durability, any excess damage (pre-mitigation) will be added back to the pierced amount.
  5. And finally, the pierced amount is dealt to the defender's life.

Here's an example:

  • Attempted hit damage = 100
  • Break stat = 50
  • Pierce stat = 50%
  • Defender's remaining durability = 100 (too much for the Break stat to overcome on its own)
  • Effective pierce = 10% + (50% of 90%) = 55%
  • Non-pierced is everything left over = 45%
  • Damage to durability = 50 (break) + 100 x 45% (non-pierced) x 10% (90% mitigated by armour) = 54
  • Damage to life = 100 x 55% (effect pierce) = 55

Thanks Sergey! (Better late than never for my response, I hope 😛 )

No end, the balance is off so it's hard to lose when in fact the goal is to always lose and instead see how far you can push, so there's lots of work to be done there. And yeah the variety isn't there yet either - had a big list of doodad effects that didn't make it in 😢 Thanks for the feedback!

Thanks for the kind words Lucas 😊 

Thanks! Yeah there's heaps we need to do to smooth out those first 5 mins...

Ah the HOW TO section mentions that you can only place things connected to the power source, which are those coils next to the altar on the far left >< Didn't have time to work in a tutorial, sorry about that! Would be stoked if you could try again with this new knowledge :P

Ah the HOW TO section mentions that you can only place things connected to the power source, which are those coils next to the altar on the far left >< Didn't have time to work in a tutorial, sorry about that! Would be stoked if you could try again with this new knowledge :P

Thanks for the kind words!

Right-click to remove is high on our list of upcoming updates 👍 It's easy to underestimate how many features an intuitive editor has 😣 Happy that we managed just the bare minimum

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Thanks! Yeah you're definitely right, that sounds gets so annoying after playing for a while 😂 Game jam assets for ya

Thanks! Yeah you can make, share, download and play others' levels all without leaving the game :S

Thanks!

GameMaker aye - nice, should give it a go then! Thanks for sharing your experience, and glad you like uniTower 😛 Just released on Steam today!

Awesome stuff - was defs my favourite game of the jam! Good to see you improving it afterwards 😊

Curious: How'd you manage to keep the file size so small? 😮 Something I'm always struggling with.

Wow this is awesome! Very good learning/difficulty curve - eased me in but also let me know "oh my, this is deep" - and then things got intense. Sounds and looks fantastic. I've never played a tower defence that kept me on my toes like this one.

Wow this is awesome! Very good learning/difficulty curve - eased me in but also let me know "oh my, this is deep" - and then things got intense. Sounds and looks fantastic. I've never played a tower defence that kept me on my toes like this one.

Wow that's a lot of work packed into 48 hours! Very well done! I like the music and sounds, especially the ominous "uni" before the game starts haha, somehow seems so dystopian. 

As for specific feedback:

- I didn't really notice the effect of holding for more points required - I ended up simply always holding to the full length.

- In terms of difficulty, blue was very hard, green and yellow were good and red was a tad easy.

- I like Mario Party and this kind of felt like that to me :P On that note, there'd have to be a lot more games to fill it in, otherwise it'll feel too repetitive playing the same mini-games time and again. 4 in 48 hours is pretty amazing though.

- I particularly liked the green mini-game, and the blue one (despite it being too hard) - the way they light up are just satisfying to me somehow.

- Maybe bugs (that you maybe already know about): green balls bounce wrong on the top and left sides of the screen; cats sometimes spamming sounds when the mini-game starts, probably because they're too close to each other?

- There are a lot of instructions to be communicated. Assuming users won't read into them like us, it might be worth copying Mario Party and having a "playground" before the actual mini-game starts, where they can learn by practicing.

- Losing the whole game because of losing 1 mini-game is probably too brutal haha

Great effort here - it's pretty incredible that you got so much done. All the best!

Great work! I'd love to try playing this against a good opponent 😂 Seems like it'll be really tricky.

Great application to the theme - controlling only one at a time makes it so tricky. I think I'm the archer type :P