Howdy!
We did notice that walking (and jumping) close to the center of the planet is kind of disorienting. If you have any suggestions on how to make it less so (apart from making the planets larger), I'm all ears. We can't have a static camera either, as that would place the player upside down sometimes and invert the movement direction in a weird way.
The destructible terrain is my own implementation of the "marching squares" algorithm, so not a built-in unity component, sorry.
Dino0040
Creator of
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The new patch is live!
If you are ever unable to place towers again I'd appreciate it if you could send me the browser's console log, but hopefully it is fixed for good.
While DOTS/ECS has crossed my mind, it isn't supported on WebGL, which for now remains our target platform. Even if it was, the big performance improvements in DOTS come from its multi-threaded nature, but WebGL will support only a single thread for the foreseeable future.
Thank you for the endgame mechanic suggestions. We are aware that spending the late game in a static base with no threat around isn't fun and already have a few ideas for new (and reworked) towers and enemies ready for when we'll add new features.
As an example for the performance improvements I am currently working on, the following gif is path-finding for the enemies running on the GPU using custom shaders instead of the CPU. Each color indicates a direction for the enemy to walk in to reach the player (which I think is really nice to look at):
Howdy!
With the Secret Santa jam 2023 fast approaching, I reminisced about the last few jams and remembered that I never gave you any feedback. Sorry for that... :( I did play your game in January, but Uni had resumed and I was deeply invested in my bachelor thesis.
Thank you very much for the gift, it did not go unappreciated!
It does not happen often with jam games (usually game devs are given the exact opposite advice), but I actually thought this game was quite easy and could be way more fun if made harder. Apart from the shrapnel of exploding squares and the final boss, no situation forced me to move my ship. Same is true for using my abilities. Exclusively leveling up reload time (or double shot chance) is all that's needed. Still, I had fun on the way to finding that out.
Playing through it again just now, the waves abruptly stop after a while, with no way to proceed. I distinctly remember fighting (and defeating) Terminux when I received it early this year... Was there an update in the meantime?
Again, thank you both very much, and have a happy holiday season!
The highscores in the download version don't work for you? I can't replicate that on my end... Do the scores not show up at all, or is just the upload of new scores not working for you? I am aware that the score won't apply if the game crashes: Maybe I should send it more often than just when the player dies.
Very cool entry, 5/5 gameplay. Everything you need is there. No unnecessarily tacked-on gimmicks, just a really nice "high-risk high-reward" option so the pros can skip the boring first stages :D The inspiration by Just Shapes & Beats is clear to see, and that is not a bad thing; I loved that game!
I just wish I could give you more points in the theme category, but "collecting points" is just so basic :(
Howdy!
WaterLvl (musician) and I (unity programmer) are looking for a sound designer to join our team for the jam. We aim to create a small, yet engaging old-school game with a "fixed perspective" camera similar to Resident Evil on PlayStation 1, with the backgrounds being generated using AI (Stable Diffusion). We have already conducted a viability test for this method, which you can see in the video below:
You can check out my previous works here and Water Lvl's music here. All communication will take place on Discord, so feel free to contact me at Dino0040#4968 if you are interested. I'll of course answer any questions if you post em here, and mark the post if the position is taken.
Update: Position is now taken
Glad you enjoyed it! I wish I could have done it like that, but transferring the "decayed" texture in gpu memory back to the cpu (to count the filled-in voxels) is computationally expensive. The framerate would have been unacceptable :( Maybe some clever shader trickery can solve that, but I had enough on my hands with the gameplay.
Dang, this is really hard. Is there some kind of blocking mechanic I am missing? I was really proud of myself when I got through the level where one first teleports, and then you just put 5 enemies into 1 corridor I have to drop down into. The boomerang mechanic is fun, but the levels are just impossible to beat, at least for my mortal self.
That was pretty cool. Quality art, really good music! (The tutorial has no music, is that intentional?) Made it through the game in around 20 minutes and enjoyed every second of it, even though I vehemently dislike moving platform levels in super mario titles.
Something went wrong with the boss sprite during my run; The collider was in the correct place, but the head sprite was offset by its own size to the upper left. That didn't stop me from beating it, so all is fine.
The music is nice, but I really dislike the restriction to just one button. It just isn't fun clicking on tiny buttons in a corner that (may or may not, often they don't) move the player up and down. And with that many upgrades strewn throughout the level I didn't even have to shoot; The only enemies are diagonal corridors, which become impossible to traverse without a collision at around ~12000.