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FloorMatt6400

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A member registered Jun 17, 2021 · View creator page →

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I managed to crash the game by placing a input node on an output node and hitting play. xD


It was an amazing concept and I can't wait to play more!!!

Seeing your development updates, I thought that this was gonna be a fun cute game that's all sunshine and rainbows. Now I have to try to sleep knowing I couldn't save those adorable pigs.


Overall, the game was great and it took me back to my childhood where I had to try to keep 100 Pikmin alive (which didn't happen most of the time).

The game was really fun. I could see speed-runners having a great time with this game. The first thing I tried to do was move the boxes in-front of the cameras but that didn't work.

The game is a bit out of the realm of what I usually play, but overall the quality of the story was really good! I wish there was some music that added to the atmosphere of the game.

Also, I managed to have the game crash on me xD

Game Title/URL: The Last Bastion of Mana

https://floormatt6400.itch.io/thelastbastionofmana


Description:

An endless tower defense game suited for all ages. Try and get the farthest as unstoppable waves and waves of The Swarm try to attack your city. Good luck and have fun!


Feedback:

Any and all feedback is welcome and appreciated! Push the game to its limits and have fun while doing so! If you didn’t enjoy the game, let us know why!

The Last Bastion of Mana

https://floormatt6400.itch.io/thelastbastionofmana


An endless tower defense game suitable for all ages.

Hello! Thank you so much for playing our game and for the feedback!


In the latest build, we addressed the scaling issue and added the Grid, so we hope that helps visualize things.


As for the rest:

  • Walls: I tried to make the AI a simple as possible, and I will be looking at an enemy that follows an A* pathing algorithm (that won't lag the game)
  • Health: We are trying to see the best way to display damage (either a health bar or a showing a damaged sprite)
  • Towers: The Mana used to Create towers is infinite, but it's strength deteriorates when used. Once the mana is corrupted by the machines, it does not directly return to the "mana pool". Thus an incantation (the upgrade button next to the tower selection button) must be done in order to restore the strength. Adding a tutorial might help fix confusion on this part in the future.
  • Countdown: Big Warning sign appears and a siren signaling the next wave should fix this. Adding a button that spawns them anyway for extra points might be interesting too. (right now its set to spawn 100 every 30 seconds, cause it was easy at the time lol)

The Last Bastion of Mana - https://floormatt6400.itch.io/thelastbastionofmana

Information:

The Last Bastion Of Mana is a "Tower-Defense" style game where your goal is to survive as long as possible, keeping your city alive by building up your defense with walls and various towers. There is no "cost" for these towers and walls, as you can place as many as you want, but be wary - the more of each defense you have placed, the weaker they get!

Feedback:

We welcome feedback on anything and everything. This is our first time making a game as a group, and we want to be able to fix up/improve all aspects of our game.

What We Need Help On:

Find various ways to "break the game". Finding a broken strategy will be the best help us to balance the game. Feel free to share how far you have gotten as well!

(11 edits)

McAllister Studios is a team that came together from a group of friends that wanted to make something fun and have fun making it. On the side, a lot of us play Rougelikes or Tower Defense games, so we decided to create a Tower Defense that has a feeling of both. The name of the project is The Last Bastion of Mana.

 

The Team:

  • Matthew M. - Programmer
  • Justin P. - Artist
  • Slim V. - Musician/Writer


Day 0:

The Team began brainstorming ideas and landed on the idea of a Tower Defense game. Focusing on the theme of "Free", all of the towers and walls would be free to place by the player and you can place any amount (that the grid size would allow), of each of the structures, but instead of a cost there would be a consequence.  As buildings were placed, destroyed, and the timer went on, the power of the walls and towers would decrease (like a Morale system).



Different tower types and enemies were also brainstormed, but I will keep these secret for now until they get implemented (or let you know what had to be cut). There also be a way to replenish Morale based on a point system on enemies killed.


Day 1:

Programmer

The programmer looked at C# in Unity for approximately 7 hours. After blankly staring at the screen and watching some Code Monkey Tutorials (https://www.youtube.com/channel/UCFK6NCbuCIVzA6Yj1G_ZqCg <- Amazing Resource btw) code magically appeared on the screen and he was able to implement a grid system on a Neon Green Background . The grid system wasn't anything special, until some more magical power was allocated to typing and numbers could be changed on the grid based on mouse clicks. Once values could be assigned based on button presses, the next step was to have a game object be spawned or deleted on a left click or right click. One training montage later and a head shaped hole in the wall due to changing a value before deleting an object, walls could be placed and deleted on everything except for restricted tiles.

The next trial that the hero had to overcome was to implement enemies. "The Swarm" was implemented with a basic path-finding AI that always made them move in a vector towards the center object. A reset timer that limits the amount of enemy spawns and when they spawn was also implemented. Once these were implemented, the programmer lied to himself and said that he wouldn't open Unity until the next day.


After eating some meatloaf, the programmer implemented a enemy attack box on the enemy object as well as the morale system for wall placement.

Artist

The artist worked in some adobe programs that the programmer forgot, but one of them kept on lagging so lets assume that one was Photoshop. Originally, he focused on pixel art, but decided to focus on his own art style and decide on a theme for the game. One of the themes the team brainstormed was  "the human body", where the towers were white blood cells and the walls were cell walls. Below is an image of what the base tower could look like.


Music Producer

The musician was a bit busy, but was able to put together two pretty sick beats. (Can't find a way to post them here but trust me, they were good)

 

Day 2:

Programmer

The programmer was able to implement a basic tower AI and placement system, as well as add a way to increase the morale system based on enemy kills. A test build to check balance of enemies and towers was distributed to the testers. The programmer also lied to himself again and proceeded to fix a couple of bugs that were pointed out.



Artist/Music Producer
Probably something amazing (the programmer is writing this and has no idea about anything artsy, if it wasn't apparent by now)

Day 3:

Programmer

The programmer spent a majority of his day cleaning then had to drive for two hours. Aside from random input to the team, nothing was accomplished on the programming end.

Artist

The artist is the best ever and made a piece that reminded the team of the good old flash days. The team deliberated and decided on a Medieval vs Future theme, and the artist made this masterpiece: 

Musician

The musician has been looking at different programs foe music creation and is currently trying to decide which one suits his style the best (and doesn’t break the bank)


Day 4: 

Programmer

The programmer had one of the longest days of his life, and managed to make it to his flight and safely make it to his destination. After dealing with the personal stuff for the day, he spent the evening implementing the start screen, as well as the background and a custom cursor into the game. A more detailed discussion took place about the theme of the game, and some of the UI objects were changed to be updated to the new theme.


Artist

The artist put together a graphic for the background as well as a graphic for a cursor object.


Musician

The musician found a program that he liked and is working on making some funky fresh beats.


Day 5: 

The Team was able to work on each of their things and stuff. More title screen things were added. Balance changes were made for the game (so you couldn't cheese it and make towers stronger than they should have been). Bellow is a video showcase all that has been implemented so far.

https://streamable.com/0k7zxo


Day 6-8: 

A bundle of progress was made on everyone's end.  It was a bit of a blur. We looked at things then they happened or didn't.


Day 9:
The Team put together a build to be showcased during the mid-jam play testing. The Tower and Enemy targeting AI was modified, and a new tower type (fountains) were added. The animations for the air tower attack and the water healing were also implemented. There were other things implemented, which can be seen and play tested at the following link (any and all feedback is welcome and will help us improve our game :) ): https://floormatt6400.itch.io/thelastbastionofmana


Day 10-14:

These days were a blur. So many things happened and so many things got done, that we forgot to make a daily log for... but you can still see the changes is our latest update! (which should be the final build before the end of the game jam). Thank you for everyone who has helped us till this point, and everyone who played our game! We hope to continue development on the game and provide more content for the people that want it!