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Vicot

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A member registered Mar 03, 2019 · View creator page →

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Thank you for your feedback!

I unfortunately ran out of time and couldn't make a proper introduction to how different tiles interact with each other (so there is just the quick overview in the description). The reason why water sometimes didn't spread over dirt was because it was fighting for that tile with the fire, in 1v1 (water-dirt-fire) situation it is a draw, you need more water tiles surrounding (not diagonally) the dirt block than there are fires to claim that tile as water.

Your observation about the oil was correct, you could think of this as a DPS difference, for example fire deals less "damage" to wet (dark green) grass than to regular grass, and oil spreads over water faster than water spreads over regular grass

Thanks for suggestions! 

I actually wanted to have smooth transitions between states, but because these are 3D tiles and they weren't supposed to be just flat like in this version, I couldn't find an easy way to smooth that out :(

I love the VFX! Simple but super satisfying. I got to 55 before the moths overwhelmed me

Thanks! I am as surprised as you :D there isn't much code behind this actually, just 5 files totalling under 800 lines of code, the game's logic being half of that. I missed the 3hour mark by a bit though, had some trouble animating the moves correctly

I made them super expensive to avoid that, guess it didn;t work out :D

Original idea was for them to be unlocked later in the game, and act as some kind of uber tower that you can only build one of, but I didn't have enough time to implement that so I just unlocked everything from the start for the jam demo

Thanks! Lack of sound is for added realism, as there is no medium for the sound to propagate in space :)

jk. I wanted to add some sounds but I ran out of time :( I'll try to get some in tomorrow

oh no, after last balancing session I thought it is now easy enough because I had to try very hard to lose :D