Glad you like it! Very much a rushed prototype for a college project, but I think its got some potential!
swatt_officer
Creator of
Recent community posts
Glad you enjoyed! Yep, the impossible was named for a reason, i legitimately dont know if its possible to beat lol. Difficulty is definitely something i need to tweak and text. Cant take credit for the music, thats from a set credited in the description that ive used a few times.
Sorry about the bugs, thought id got em all but clearly i need more practise with drag and drop and end conditions.
There seems to be some softlock bugs with ending a level that slipped past me. I actually reuploaded it a couple times before submitting cause of ones i noticed in final testing, but seems i still missed some unfortunately. Didnt realise there was any bug with the delete, thanks for that heads up - if i do any more development on it ill definitely need to keep an eye on that.
A more in depth tutorial is definitely something I wanted, just didnt have the time for - I hoped that the basic descriptions would be enough. I wanted some mechanics like the heat transfer to be fairly abstracted, but i agree that some sort of clearer indicator would be a big improvement.
The music was admittedly thrown in as i felt it was awkwardly silent without any, but thats why the mute button was there lol.
Glad you enjoyed it (when it was muted, and you figured out the mechanics, and it wasnt breaking on you)
Glad you liked, i think i know what caused the softlock - had a lot of trouble with various conditions and timers that i did NOT do very good coding practises with, so theres probably a timer still running when it should have stopped, or a condition not being reset which is leading to the game being considered lost permanently.
I might remake this with more depth at some point, and hopefully crush the bugs that have slipped through.
Thanks! I did consider a tutorial, or having super simple levels to teach the mechanics, but ran out of time just getting the core functionality in. Tried to make up for it by including the mouse over part details!
And sure, i intend to do a bunch more rating before the time ends, im sure i can get yours done!
Its me again! Another game jam, but a much smaller scope game this time - a little puzzle game where you balance a nuclear reactor! https://swatt-officer.itch.io/meltdown
The only issue with these jams is that i want to remake the games with the full scope i originally envisioned XD
I did consider having somr sort of collision like a river to break the arena up, but ended up not implementing it - i agree that its probably better without annoying collisions. If you hit something, its an enemy. I did consider having the fire click as a 'base' weapon, then the others as temporary powerups, though ended up going in a different direction. I definitely appreciate that the upgrade system isnt for everyone.
Admittedly I didnt really think too much about each weapon as the "only" weapon while making them, but then the upgrades made that a possibility. The lightning was originally meant to target multiple random targets but for some reason all bolts targeted a single creature so i tweaked its functionality. I think it balances the power it has by removing the control, but its definitely one thats harder to make use of as your only weapon.
The difficulty ramps up through spawn numbers rather than enemy toughness - every enemy spawns every so slightly sooner every time - sounds like you got a really good run if you didnt notice it, cause it for sure ramps up! Theres no ending, its very much a "go till you die or break the game" at the moment.
Glad you enjoyed it! I was really pleased with the upgrade system and getting the weapons, they all feel and work differently!
I cant take credit for any of the assets used, all credit for those go to the original creators. Balance was something i tweaked a lot! The upgrade system was one of the last things i implemented actually, in earlier testing you started with all of the weapons at once and my word did it make you strong lol. Glad you like it!
It was actually the concept of not using a traditional health bar that inspired the game in the first place! Using your light as the health, though i do appreciate that some form of numerical timer or indicator might still be helpful. I tweaked the balance quite a bit during development and i actually reigned it in quite a bit- perhaps that meant it takes too long to grow in power (you for sure notice when you get a legendary upgrade, thats for sure).
The power of upgrades varies a lot, and thats cause i was cheap and use the same values for them all - that does lead to power imbalances where +1 autolaser literally gives you another laser, but the same upgrade for plasma just gives it one piercing. Balance is definitely something i want to keep working on, 100% want the player to be a god at the end, but also want there to be an end rather than the game crashing to end every match XD
Whoops! Forgot that the highscore was saved from then XD Good to hear it stayed smooth, hope it stays that way for all players.
Im quite happy with the variety in power and utility the weapons have, they are good for different things and have different power curves.
Fire blast - powerful and targeted, but splits your attention from evasion.
Plasma bolt - starts weak, but can tear through hordes once upgraded, and is focused.
Autolaser - also starts weak, but might have the highest power ceiling of the lot as theres no limit to the number you can fire.
Lightning - super strong, but unpredictable (I actually originally wanted it to target multiple enemies like the laser, but for some reason the multiple strikes were just hitting the same target, so i just retrofitted it to get a damge upgrade instead)
I considered having a stats page/GUI to display your current unlocked weapons and power, but never got around to it - having some sort of visual notifier of what your cooldowns are would 100% be a good idea. Will keep it in mind for potential further upgrades down the road!
4003, well done! Admittedly i think i overtuned the difficulty a little lol - i reached 16000 in earlier testing before dramatic balance changes, and now reach more along the lines of 1500-2000. How was the performance at the end of the game? It seems to struggle or run smoother depending on the run - maybe thanks to swifter enemy kills with different weapon combos. And whats your favourite of the four weapons?
The monster/chaser quickly became more of an annoyance than a scare, the camera reset after being grabbed was quite disorientating and he sometimes respawned like 5 meters awary. I was once caught in a loop where in the time i reoriented the camera i got grabbed again, and it repeated at least five times in a row.