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smilewood

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A member registered Aug 12, 2018 · View creator page →

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It is interesting that a lot of people did not think it ramped fast enough, I grabbed the formula for speed ramping from the tetris wiki and actually decreased the number of lines cleared necessary to increase the level. Maybe it is because each side ramped separately, so to get both boards from 1 to 2 requires clearing 16 lines rather then the 10 that increasing the whole board would take in regular tetris.

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Yeah, probably. I chose the numbers I did because I did not want getting a tetris when the sides were balanced to instantly lose you the game, I wanted a bit of wiggle room, but it may have been interesting to have that maximum difference also scale as the difficulty increased.

Thanks for playing and commenting!

I kinda like that idea, and overall it wouldnt be that hard to implement, I may have to try it and see how it feels. I did intentionally choose to have clearing lines drop the weight, I liked having the possibility of clearing a set of lines throwing the weight off enough that the game ended because of the balance. That exact scenario is why I picked the weight numbers that I did.

I had the same thought about just playing tetris well being an optimal strategy, but by that point it was too late to make major changes to the project (and I couldn't think of a mechanical change that would prevent the issue). 

What about the controls felt odd to you? Personally I am not completely happy with how dropping the pieces works, it is faster then I would have liked and I think it would be better if holding it down did not persist when a new piece spawned.


Thanks for the comment and for paying!

Damage states for the enemies and range indicators for the towers was absolutely something that we would have liked to include, but the time constraint of the game jam caught up to us. Thanks for playing!

Thanks!

That is definitely not how it is supposed to work. We had some behavior like that during development but I never saw it in the final build of the game.

Ah, thanks for the screenshot. It looks like the web player just really likes the fog of war and is rendering it all the time regardless of where the player units are. I'll bet that there is a limit on the number of active cameras in the web player or something like that. 

I don't know, the web build on the game's page is working for me across multiple computers. Unfortunatly I did run out of time at the last minute to build and upload a local build to the itch page, but all of the source and the local builds are on my Github as a release at https://github.com/smilewood/GMTKJam2020/releases/tag/v0.1 if you wanted to try that.

I am going to leave a comment here as a bit of a post-mortem. This jam was a lot of fun and I am fairly happy with what we were able to produce. This was my first attempt at this style of game, and while there are quality of life controls that are missing I think that I was able to capture the style well. I quite liked this take on the theme (obviously, I spent a bit more then 20 hours making it) and it was interesting to take a style of game that often has tight controls for movement and throw a huge randomizer on that. 

Towards the end things were a bit rushed (aren't they always for a game jam), so there are some things that are known to not be working perfectly in the final uploaded game. Prime among those is the fog of war, it appears that the web player is only showing one of the fog layers, so everything is entirely in the "revealed but not visible" layer of fog. also, there was a lot less polish on the relative strengths of the units then I wanted, so the combat ends up feeling a bit random. 

Other then those two things I am very happy with how this turned out. On my computer it looks great, Riley did a great job designing the vehicles, I think that the controls work well for the theme, and I learned a lot about several features of Unity that I had not played with before (RenderMaterials and Projectors). We were also able to get some polish elements that I have missed out on in several previous game jams, like the minimap and sound design, which makes this feel like one of the most complete games I have made in a weekend, and one just a couple that I could see myself possibly working on again in the future (although I would probablly remove the gimmick from the jam and focus more on the true RTS elements. 

This was a fun jam, I am glad that I participated.