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Exo Entertainment

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A member registered Oct 24, 2023 · View creator page →

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I've been slowly working on creating new weapon platforms, revamping existing platforms, sound effects, etc. The base platforms are now done and I need to start working on the "special" platforms. These include things like repair platforms, a star fort, and an esoteric missile launcher.

Now that the basic platforms are done, I need to switch gears to planning out the levels and designing some new enemies. Creating interesting enemy behaviors will be both interesting and challenging. Who wants enemies that just move in a straight line? That's just boring. My initial thoughts are teleporting ships, stealth ships that uncloak once within strike range, ships that grab asteroids and fly them towards you. What do you think would make interesting enemies?

Here are videos of the new platforms

I've been slowly working on my tower defense game set in space. Unlike your typical tower defense with static weapons, your weapon platforms in this game move with the planets they're orbiting. This can lead to interesting tactics as you can build platforms geared towards the enemy spawn point closest to your planet. Protect your planets. Enemies will move like a swarm from planet to planet until humanity is destroyed! Enemies aren't your only threat. Various asteroids and comets spawn from the edges of the solar system. Though unlikely, it's possible they can strike your planets and doom them.

I finally finished working on the first level today which I'm using as a demo to get feedback. While the first window provides the basics in terms of controls, I'll post some information here about the weapons themselves to help you better decide what to build and when. Currently there are only 4 platforms but I will be expanding the number and type as I work on the game.

Basic Platform: Sports two cannons which deal low damage and have a medium range.

Multi Gun Platform: Each cannon sports three barrels to triple your offensive power.

Light Missile Platform: Sports two missile launcher launchers which launch volleys of short-range homing missiles. Good for swarming enemies that get close.

Cruise Missile Platform: Shoots several long range homing missiles. Great for softening up targets before they get into gun range.

This is a tower defense game, which means you need resources in order to build platforms. There are two ways to gain resources, destroying enemies and keeping your resource stations alive. Each planet has one and each station sends out cargo ships. Once the cargo ship reaches its destination, you'll gain the resources it was carrying.

Please try this demo out and let me know what you think and what can be improved.

Download Demo

While the enemies and weapon platforms are done for the demo, I figured I'd add some little features that add more life to the game.

The first feature is the destruction of weapon platforms. Initially, the platforms would just spawn a few explosions then delete itself. Boring. I then learned that the rigidbody has an explode method which is perfect for pushing the separate parts of the platform apart.

The other features are comets and asteroids which spawn outside of the level and fly through the system. It's highly unlikely that they'll hit anything important like a planet or resource station, but they'll do high damage if they hit.

This completes the work on the majority of the content for the demo. The last major component that's missing is the music and final boss.

Once the demo is released and I get some feedback, I can start working on new platforms, enemies, celestial objects, and more. Let me know what you think!

Hi, all. I've been slowly working on my tower defense game set in space. I've gotten most of the core code in place to govern things like weapon platforms, resource collection, etc. My hope is to have placeholder music and a nicer looking UI in place to post a demo within a week or so. 

Please check out my latest project post and let me know what you think of the visuals, platform placement, UI, etc. I appreciate any feedback! Dev post.

Here's a short clip showing one of the planets, its moon, and an orbiting resource station.


Again here's the link to the dev post, https://exo-entertainment.itch.io/space-tower-defense/devlog/823504/working-towa...


Thank you for any feedback!

Hi, everyone. I'm working on a 2.5D tower defense game set in space. You place defense platforms around planets, moons, and Lagrange points in order to defend your resource ships and planets from getting destroyed. Nothing is static; planets orbit the sun, moons orbit their planets. I've gotten the basic framework down and am starting to work on more platforms, enemies, etc.


I'd love if you looked at these shots and videos and told me what you think.



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After several months of working, usually just a few hours a week, I finally completed a basic demo of my game. I’m still fine-tuning the controls since they do require a bit more thinking and dexterity than some other games. But I personally think it adds to the fun!

Demo Page

Here’s a refresher of what the game is. You’re an aggrieved man whose precious cat has been stolen by pirates. So hop into your ship and fly across space to rescue her! You'll have to face a variety and a large amount of enemies through empty space, asteroid fields, and celestial phenomena, etc.

You’re in space so don’t expect to fly your ship like you would your car. Remember what Newton said, an object in motion stays in motion. If you propel forward, you’re going to keep going in that direction until you change direction or decelerate.

 

While the beginning provides basic information on control, I’ll reiterate them here.

W/S – move forward and backward

A/D – rotate

Q/E – strafe

Left mouse – shoot cannon

Right mouse – shoot missiles

Tab – spawn powerup once the bar is full

 

Here are some important tips:

  1. You can turn while moving forward, but the turn radius is large
  2. You can perform quick turns by turning the engine off, rotating, then powering up again
  3. While they hold lots of ammo, your PDCs will have to reload periodically. You’re at the mercy of missiles during these short periods

Here are some screenshots. Please give all the feedback you can! 


I like the style.It's really cute.

Hey all, I'm working on my second game. I was inspired by Enter the Gungeon and thought it would be cool as a top-down sci-fi game.  Some of the features of the game that I thought would be appealing are its use of inertia and multiple weapon systems. Those weapons include a cannon, missile launchers, and automated point defense cannons. There are also power-ups that alter the ammo for your weapons.

If you're moving in a certain direction, either forward, rotating, or strafing, you're gonna keep moving that way unless you counter that. This comes in handy especially when trying to direct your PDCs towards incoming missiles.

I'm a parent and have a career so I can't work on it as much as I'd like but I am making progress. Enough to have videos and screenshots! Let me know what you think based on what you can see here. What do you think could add a little more punch?



 Feel free to visit my dev page https://exo-entertainment.itch.io/point-defense

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Hey all, I'm working on my second game. I was inspired by Enter the Gungeon and thought it would be cool as a top-down sci-fi game.  Some of the features of the game that I thought would be appealing are its use of inertia and multiple weapon systems. Those weapons include a cannon, missile launchers, and automated point defense cannons. There are also power-ups that alter the ammo for your weapons.

If you're moving in a certain direction, either forward, rotating, or strafing, you're gonna keep moving that way unless you counter that. This comes in handy especially when trying to direct your PDCs towards incoming missiles.

I'm a parent and have a career so I can't work on it as much as I'd like but I am making progress. Enough to have videos and screenshots! Let me know what you think and feel free to visit my dev page https://exo-entertainment.itch.io/point-defense



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It took a little bit to figure out what the bug was. Turns out the player and flashlight inputs were fighting with each other and the mouse won.

I tested this build and it works on the two desktops I have. A note: the secondary animation isn't final so it's going to look a little funny. Plus I didn't have an end point. So you'll have to escape and quit manually.


https://drive.google.com/file/d/1C-Nl4n0AtdyLeG3kFZFm3CkTLjXAEYMJ/view?usp=shari...

Hey. Have you had a chance to look at it?

I thought I had set the permissions properly. It's now set to anyone that has the link.

Hi, all. I've been working on a 2D platformer in my spare time. You play a small child who is forced to explore his repressed memories. Abused by those who were supposed to love and protect him, the child is forced to come to terms with his life and relive some of his darkest, and brightest, moments. This will be a platformer with a large emphasis on light and darkness, the basest fear of any child. Armed with nothing but a flashlight, you must explore your vivid imagination and bleak mental landscape as you uncover memories sometimes left unremembered.

You can download the demo from the following link: download. Here's a shot from the beginning of the demo. I look forward to any feedback.