Thanks for taking your time to play it! A boss health bar was on the todo list, but it got pushed down and I decided for the last ~4 hours I had I would focus on polishing and pulling together what we had and making sure it was solid experience
EngineerSmith
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Public server was kept up for a week for the jam, now you'd have to start your own server with the instructions in the zips
To start a basic local version:
Windows: In a command terminal, run `BattleForEggIsland.exe -server`
Linux + other: In a command terminal, run `love BattleForEggIsland.love -server`
Finally:
You'd be able to access the server on your local machine at `localhost:20202`
The server does start on 0.0.0.0, so if you port forward on your router port 20202 then you can share it with the world. Otherwise you can pick which port it uses by adding `-port <port number>`
Public server was kept up for a week for the jam, now you'd have to start your own server with the instructions in the zips
To start a basic local version:
Windows: In a command terminal, run `BattleForEggIsland.exe -server` Linux + other: In a command terminal, run `love BattleForEggIsland.love -server`
Finally: You'd be able to access the server on your local machine at `localhost:20202` The server does start on 0.0.0.0, so if you port forward on your router port 20202 then you can share it with the world. Otherwise you can pick which port it uses by adding `-port <port number>`
Yup, you pretty much summarised it up. I didn't have win/lose states till the last ~6-5 hours of the jam. So there are massive issues with balancing; and I tried to focus on fixing known bugs to me (I wasn't able to get a playtest together due to the time constraints). Having money over time was originally for debugging, but I left it in the very end due to not having time to balance the amount you get per wave. Currently in the game the towers have the same damage over time, but the red ones attack the fastest; but I do understand needing more information (monsters just had various speeds, attack speed, and damage). There are quite a few bugs with readying up; but once you lose there isn't any SFX just some text telling you to disconnect and the server will restart itself (Usually after the 5th wave the bugs start building up + invisible monsters) I wanted to add something like "hold alt" to drag place walls to make it easier to place them; but time
The source is open to all on my git https://github.com/EngineerSmith/love-jam-2022
I wouldn't call it clean code, but it got the job done for the jam with only 7 days to work with. I do agree with being able to drag out walls, I just didn't have much time to polish it up on those little UX features (I would of liked to have added a little semi-transparent grid so it would of been easier to place too due to the terrain height)
Thanks for playing it! I tried to design it so it can be played solo as it is a jam game so there wouldn't be people online 24/7 you could play with; but it's definitely more fun with others to share the experience with. We managed to get 10-14 people on day 1 playing together. I wanted to create a game where you could mess around a little with friends, in a friendly-working together gameplay rather than competitive that's been rather popular in multiplayer trends lately
I found it quite challenging, I couldn't make it past the big room to reach the green orb to make it further. I just couldn't jump high enough to reach it; but I'm not used to playing these kind of platforming games. I could make my hair touch the orb, but that wasn't high enough apparently (In the cover gif, it shows you doing double jumping to it, but I couldn't do that)
To let people know, there is a public server that'll be keeping up for 1 week. The default IP that's already in the clients should allow you to connect to it with your friends. Otherwise you can host your own server following the instructions in the zip. Quick way: `BattleForEggIsland.exe -server` or `love BatttleForEggIsland.love -server` on command line will start a server on port 20202