apart from trying to cut every corner i didnt found anything special in 12.
I did miss something in 10, i'm down to 14 s 4, might still be missing something
Thanks for the feedback !
The problem i saw while testing bigger wave was that you would have to go to the more efficient way to get rid of the attackers. With only a few, you can do what you want because you have time for it, you can toy with them by wipping the floor with them, you can launch them anywhere, you can enjoy the evisceration animation. It's not the most fun, but hey :)
My reasoning for the limitation is the following: It's not specified what will fail inevitably. Here we have to opposing actions, the tentacle demon trying to open the portal & the attackers trying to close it. For one of them, failure is inevitable. I mean you can't get any dumber than trying to close a doorway between world by hitting it with your sword. So, here, the limitation also comes with "success is inevitable", and the player is not on the losing side x)
Thanks for playing!
wouldn't you try to attack with your trusty sword a portal that opened in your basement , with tentacles going through trying to murder you in order to create a sacrifice ? ... no ?
But yeah you can completely ignore a few of them, they reduce your progress once every 2 second, IF they manage to get in range. It's not easy as i screwed up their movement script, they and up going slower and slower the closer they are.
i had the same problem on my game. Here's the fix:
https://forum.unity.com/threads/solved-webgl-build-error-unable-to-parse-build-f...
you have to disable the compression option. (& re-export)
The best entry in the jam for me so far. I really don't know how you manage to do all of that in 3 days. I managed to go to 170 product delivered where i was asked for 40 glass & 60 metal, with 4 production site destroyed during the previous 2 turns XD.
Music is perfect for the game. Pixel art is nice. If i wanted to be picky i could say that a pixelated interface would suit the game better.
Great job!
Thanks!
The tentacle indeed uses IK targets. For the visual, i used a 2 camera setup: The secondary camera records everything except UI (lighting, sprites) onto a render texture. I then use a shader to sample the final color with this render texture, the final result is displayed by the main camera.
I tried to improve a bit on the visual aspect for once so the actual game content is "a bit" lacking.
Ennemi attacks do have an effect: they reduce your progress, but they cant make you loose.
Thanks for the feedback !
To be honest, it was 3am (2 hours before deadline) when all systems were completed and all that was left to do (except export) was balancing. That was our worst mistake as trying to tweak something like 30 variables (spawn rate, spawn progression, max hp, hp per hit, coal usage, pressure inc rate, ...) takes a long time and is very difficult when you're half dead inside. XD
It seems the hit sound slipped away. Totally forgot about it.