Invasion by Ogniok
What is our game about?
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Three districts of Derp nation decided to join forces and invade your world. They want to connect it to their own so that they can capture your territory. You play as one of the warriors sent to defend the "Core Tower". Electric core held inside the tower is generating an inter-dimensional shield and it's the only thing that's stopping Derps. It's already getting weaker and Derps managed to connect some parts of their world to yours. If the core gets destroyed, there will be no hope left...
Local multiplayer
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This game supports local multiplayer up to 4 players.
(4 Joypads or 3 Joypads + 1 Keyboard & Mouse)
(But you can still play singleplayer)
FEEDBACK
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Please, leave your feedback about the game and report
bugs if you've found any. We appreciate it very much.
Fireline Games | firelinegames.com
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Three districts of Derp nation decided to join forces and invade your world. They want to connect it to their own so that they can capture your territory. You play as one of the warriors sent to defend the "Core Tower". Electric core held inside the tower is generating an inter-dimensional shield and it's the only thing that's stopping Derps. It's already getting weaker and Derps managed to connect some parts of their world to yours. If the core gets destroyed, there will be no hope left...
Local multiplayer
--------------------------------------------------------
This game supports local multiplayer up to 4 players.
(4 Joypads or 3 Joypads + 1 Keyboard & Mouse)
(But you can still play singleplayer)
FEEDBACK
----------------------------------------
Please, leave your feedback about the game and report
bugs if you've found any. We appreciate it very much.
Fireline Games | firelinegames.com
| Windows (ZIP) | http://firelinegames.com/files/ludumdare/Invasion.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39370 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.16 | 424 |
| Audio(Jam) | 2.83 | 465 |
| Fun(Jam) | 2.81 | 511 |
| Graphics(Jam) | 3.52 | 326 |
| Humor(Jam) | 2.50 | 335 |
| Innovation(Jam) | 2.47 | 644 |
| Mood(Jam) | 2.83 | 526 |
| Theme(Jam) | 2.59 | 594 |
I got 21 kills and made it to the 3rd wave playing as the ninja. This is quite an impressive amount of content for 3 days, you (guys?) should be proud. That being said it was kind of frustrating, the attack animation took forever and it wasn't clear when the enemy damage started/ended, for blocking.
I tried the geek and died immediately, since his attack takes 4 times longer then the enemies and does no damage. Maybe with a team to gather coins he'd be effective.
With the warrior I made it to wave 4, mostly because I discovered you can block and hit at the same time. Getting 3 kills with 1 hit was quite satisfying.
Overall an impressive entry but one that tries to achieve a lot for a 3 day project, and as such the gameplay feels unbalanced and poor.
I got 21 kills and made it to the 3rd wave playing as the ninja. This is quite an impressive amount of content for 3 days, you (guys?) should be proud. That being said it was kind of frustrating, the attack animation took forever and it wasn't clear when the enemy damage started/ended, for blocking.
I tried the geek and died immediately, since his attack takes 4 times longer then the enemies and does no damage. Maybe with a team to gather coins he'd be effective.
With the warrior I made it to wave 4, mostly because I discovered you can block and hit at the same time. Getting 3 kills with 1 hit was quite satisfying.
Overall an impressive entry but one that tries to achieve a lot for a 3 day project, and as such the gameplay feels unbalanced and poor. High marks for innovation, low for fun.
We had a lot of problems with characters and animations so we didn't manage to create everything we designed. That's why the gameplay may feel unbalanced and poor.
I start with the things to consider: it was not easy to block or avoid those enemies. I would like a brief moment of "I'm going to attack you, sir" animation to give me heads up & some time to block.
Same deal about hitting: it's slightly difficult.
I generally prefer bird's eye view / 3rd person in melee games. FPS is bit tough.
Doing that type of game in just couple of days is a huge deal. I would use the 3rd dimension more: maybe some leverage or arrows usage or something. Local co-op sounded very cool, too bad I couldnt test it.
Overall, I liked the entry. Congraz for finishing & submitting.
@Shide We wanted to give the player ability to explore the map, but because of the lack of time it didn't make it to the final release
One thing I would change, though, is the start screen. A way to skip the long intro text would be nice. I tried switching to another window while waiting only to discover the game pauses if it doesn't have the focus... Yea...
But really a cool game.
A draw distance setting would've been a nice addition though.
The game itself as a single player experience, unfortunately, is not very compelling.
The main reason is that the warrior and ninja characters while efficient at fighting have very little use for the
money they collect. Repairing the tower, that is it. The geek on the other hand can use money to build gadgets but
is so woefully inadequate at dealing damage that I never got around to building any of the more expensive (and useful) gadgets which is a shame.
These problems could be fixed in multiple ways, here are a few suggestions:
- Give the fighter classes some skills/abilities they can purchase.
- Give the geek a low power ranged weapon to make fighting a little bit more tolerable.
- The cost of repairing the tower should be proportional to the damage it has taken or even free but slower.
- Faster health regen or a station to refill health (free or low cost).
- More impact on the melee weapons, both as a hit effect (animation on enemy), but also as a momentary stun. This would give the player an advantage that is surely needed when the enemies pile up.
- Difficulty scaling to the player amount or a difficulty slider. Even with the warrior getting to wave 3 is quite the feat atm.
- Redesign blocking. Currently the enemies seem to deal damage after the complete attack animation rather than when the attack connects. Communicating the right moment to counter attack by having a block hit animation would do the trick.
- Less sluggish attack & block animations, for the player at least. The derps should stay derpy.