Thanks, I'm happy to hear you liked it! I could make a small post-jam patch someday, and fix that crash.
Reaktori
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Thanks! Actually the tracks use a super super simple trick. I didn't have time to think about a good solution, so I simply used a bad one:
Create a new object with a brown 4 wheels sprite under the car every frame. Each track object is then slowly faded out and destroyed. Not very good for performance, but it looks decent and took less than 10 minutes to implement, so perfect for a jam game!
Thank you! I feel like the biggest reason why we can make such polished games in such a short time is that we use GameMaker, which is amazingly fast for 2D pixel art games like this (and of course that we also have years of game dev and game jamming experience). We also try to always go fun first, content second, so no matter what we produce it's usually fun to play.
Hey, thank you! We used a method called sprite stacking, where you layer multiple 2d sprites on top of each other with a slight offset. It gives this weirdly convincing and cute 3d effect. So the car sprite actually looks like this (the first one is the shadow):
We then used an outline shader on the whole stack to enhance the feel of it being just a single sprite. And of course the whole thing had to scale, so the sprite was designed to work with 9-slice scaling (that's why there's no detail in the middle or on the sides).
We also made the buildings and guns with this method, and I really love how the whole thing turned out! I highly recommend checking out sprite stacking if you are interested.
Great execution of the classic idea! The graphics are fun and very readable, and I really liked the added mechanics like dashing, frenzy and enemy projectiles that give the game a good balance of variety, control and difficulty.
Also I love how the little fish start swimming away when you get close to them.
Thank you! I almost gave up with all the math and UI stuff related to the building aspect, but in the end it all worked out.
And yea, unfortunately the game crashes if you die (unless you have no weapons) so it's super rare to see the ending screen. But that's the only crash I have seen so far so, which is pretty incredible considering all the spaghetti code and crashing potential.
Thank you! I don't know if it's a bug with GameMaker web build or just my programming, but the game_restart function didn't work properly in the we build.
Not sure if we will be continuing this project any time soon, but I'm a huge fan of local coop games and I'm curious, how would you make this into a local coop?
We just used this amazing font in our jam game The Green Side of the Moon. Thank you for making and sharing it!
Hey, sorry for a late reply! Thanks for your interest, it's always very motivating to hear people are willing to help! There's not all that much that can be done now, as I'm currently super busy releasing my first commercial game Ants Took My Eyeball. However, it is always helpful to spread the word and try to keep some hype and interest up. More people interested in the game means we can more safely commit more time and energy to making the game as good as possible!
Hey, thanks for the feedback!
I'm definitely looking for ways to improve the balance for the upcoming Steam release, so feedback like this is really valuable!
Right now every unit drops the same number of gems (2-3), so it's easier to maintain them if you summon mostly inexpensive units. In the full release there will be some units spawning automatically, plus also upgrades that generate more gems. I might also consider making units drop some % of their cost.
The chest traps used to be extremely overpowered compared to anything else, so I quickly nerfed them post-jam. Seems like it was too much, but I'll try to make them more useful in the full release.
The exploding zombies do some damage to your own units, but this damage is not scaled by their damage upgrades. I might make them do even less damage to allies, though I like the idea that they can chain-explode.