Infection by InfectionTeam
A man lies on a hospital bed. Will he succumb to his affliction, or will his body triumph over infection in the battle that rages beneath the surface?
NOTE: if you're experiencing frame rate issues, we've compiled a slightly lower quality version for you to try here http://bit.ly/S8tjB8
//// INSTRUCTIONS ////
Prevent the infection from spreading by killing the viruses before they reach the chamber exit. Collect the cells from the dead viruses to upgrade your character and purchase towers to aid you in battle.
[[WASD or Arrows]] to move
[[Mouse click]] to Shoot.
[[Spacebar]] to access Shop.
[[Mouse click and Drag]] to Setup a tower and rotate it towards the mouse.
_________________________________________________________________________
Team Infection is a two man team -
Daniel Snd - Graphics - http://www.danielsnd.com
Sebastian Lague - Programming - http://bit.ly/SebastianYT
Music by Scythuz and Kevin MacLeod
_________________________________________________________________________
Some cool stuff for you to check out ;)
Art postmortem (with tips for creating art assets quickly): http://bit.ly/ArtOfInfection
Behind the Scenes video: https://www.youtube.com/watch?v=4T1pjFKU4xc
NOTE: if you're experiencing frame rate issues, we've compiled a slightly lower quality version for you to try here http://bit.ly/S8tjB8
//// INSTRUCTIONS ////
Prevent the infection from spreading by killing the viruses before they reach the chamber exit. Collect the cells from the dead viruses to upgrade your character and purchase towers to aid you in battle.
[[WASD or Arrows]] to move
[[Mouse click]] to Shoot.
[[Spacebar]] to access Shop.
[[Mouse click and Drag]] to Setup a tower and rotate it towards the mouse.
_________________________________________________________________________
Team Infection is a two man team -
Daniel Snd - Graphics - http://www.danielsnd.com
Sebastian Lague - Programming - http://bit.ly/SebastianYT
Music by Scythuz and Kevin MacLeod
_________________________________________________________________________
Some cool stuff for you to check out ;)
Art postmortem (with tips for creating art assets quickly): http://bit.ly/ArtOfInfection
Behind the Scenes video: https://www.youtube.com/watch?v=4T1pjFKU4xc
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 4.31 | 7 |
| Audio(Jam) | 4.09 | 31 |
| Fun(Jam) | 4.17 | 7 |
| Graphics(Jam) | 4.69 | 9 |
| Humor(Jam) | 3.48 | 102 |
| Innovation(Jam) | 3.30 | 242 |
| Mood(Jam) | 3.92 | 64 |
| Theme(Jam) | 3.92 | 38 |
Here are my observations:
-The controls and feel of the game are very polished, including things like great sound design, screenshake, and other features which make shooting enemies a pretty satisfying experience. This is a surprising amount of quality to find in a 72 hour game.
-Sometimes it feels like the player fires just a liiiiittle bit off from where I was aiming, which could be a minor calibration issue or it could have something to do with how it's a little bit difficult to distinguish the reticle from the ground. I think you should add some contrast to it so it's easier to keep track of where you're aiming.
-The art, sound, and overall aesthetic polish are really remarkable. Good work on all that.
-I wasn't quite sure what was causing the "Infections" counter to increase, which is probably a problem, although I bet it's my fault.
-From what I played it seemed like the enemies were mostly the same in terms of gameplay behavior, although it is impressive how you managed to get so much visual variety in the enemies.
-If the enemies in fact behave differently, it's probably not a good sign that I couldn't tell. You probably want your types of enemies to be clearly distinguishable in appearance and behavior, like the classes of TF2 which each have very distinct purpose and play style.
Like I said, this is just all of the critical feedback I could think of because I think honesty is really important for making improvement in the future. You really did an amazing job on this, so congratulations! It's also impressive that you did so much with just 2 people. I am interested to watch your art creation time lapses as well, since I'm a programmer and have little knowledge of such things. :)
The idea of starting a new level without any upgrade you got from the last one is kinda frustrating, I don't know if there's a way of keeping some kind of bonus from one to another in the same playthrough.
for reply to your message, I don't know why some persons have some issue with shiva3D plugin.. We try to resolve it !
I think if you want try the game, you have to download the .exe ):
Sorry for this ..
Great job by the way ! (:
Really polished for a 72 hours game, you should definitely make a post jam version of it.
Aiming at first was a bit difficult. On my pc the game's fps got down a lot when I built 5-6 towers and the central area got crowded, causing an huge input lag.
I still managed to make the guy live for 75 years and 190 days. :D
For those wondering why the infection number was increasing: monsters come from a door (two in the second level) and infection increase when they reach the door that don't spawn monsters.
It took me a couple losses before realizing that. You should include it in instructions.
Absolutely marvelous!
Even tough optimization was quite lacking (runs really slow on my laptop), it's polished to an impressivel level.
And i was thinking "Well, it's impressive allright, but it's just a game about shooting a line of enemies"
And then, "use your cells to buy stuff"
Turrets.
Upgrades.
Tableflip. I quit.
http://bit.ly/1a3GeXe
"Stage 1 completed" .__.
Brilliant!
Really great job, I didn't like that the upgraded weapons swithced from auto-to semi automatic, kinda threw me. I liked the balance of having to choose to spend money on ammo vs upgrades & turrets. The heath meter coloring is a bit too subtle, i found myself dieing for dumb reasons because i didnt notice i was low on HP, other than that magnificent! fun, solid, polished, excellent entry
I would have enjoyed a more clear variation in the enemy types and models. A little nice touch would have been to rotate the character when pointing with the mouse.
The infection mechanic is a little confusing (I'm not even sure if you could die just from infections), but, after all, I quite enjoyed the game, great entry!
Also, thanks for writing up the art blog post, good info there!
Excellent work though, really love the graphics, lighting in particular!
1. The hit reacts are great, but the death reaction looks very similar, so that when something dies I usually shoot it several more times until I realize it's dead. I'd recommend doing some manner of drastic, immediate feedback to say "this thing is dead don't waste bullets on it"
2. Placing turrets often got me killed! If you aren't going to have any breathers between waves that would be good for turret placing, consider auto-aiming the turrets so I can place them quickly, and not die in the process of trying to adjust them.
3. I didn't realize what the cell pickups were for a long time. I think the reason they didn't read as pickups is because there was so many things in the environment that were also glowing, so it didn't stand out.
Nice work!
Top marks hope you come first!
Also, it felt like the aiming was just off, it didn't shoot where I was aiming it shot a little... "above" in the z-dimension or something, since we're looking at a bit of an angle.
While regular turrets didn't feel terribly useful, all the other turrets were very much so, and perhaps should have been a little more expensive; after placing about 3 or 4, I suddenly found myself with very little to shoot at :/
Keep up the good work! Look forward to your next entry!
Sadly, I will say it desperately needs a "turn down the graphics" option -- basically un-playable on my (admittedly rather antiquated) laptop -- that may also be why I couldn't seem to hit anything (lagging hit detection?) (but only knocked off 1 fun star for this). Will retry on a more beefy Linux machine later if time.
Loved the "behind the scenes" video! Next: watch all your vids, learn all your tricks and see you next time!
The dates on the tombstone don't quite make sense, unless he was born on the day you start playing - I know it's to show the amount of time you lasted, but it's still odd.
I think the cells should probably be drawn to you instead of needing to collect them. If you're going to have to stop the game to buy things, I think that allows for better flow.
Other than that, I felt the targeting was a little off and the game should probably pause as you place turrets since you can't place any before the game begins.
It's an incredibly polished game for 72 hours and I could easily see this as a regular indie bundle kind of game. The visuals are nice and the soundtrack is solid. Also the sound effects actually match the soundscape so I'm a fan of that.
Keep going, thanks for sharing, and thanks for commenting on my game! :D
Although it's not the most innovative game, it blends top-down shooting with tower defense--a mix I haven't seen before, or at least not very often--in a streamlined & fun manner, and provides enough varied items from the shop to keep things interesting all the way through. I don't have much else to say but "great job"! Good luck in the rankings! :)
http://www.ludumdare.com/compo/2014/05/04/my-favorite-ld29-games/
脡 noix.
Cool blend of arcade shooting and tower defense game.
I think that the game becomes unbalanced to the player's favor when you buy the second weapon upgrade, and the enemies seems samey. But for a LD, your game is a superb entry. A huge improvement from your last entry, the beat'em up game.
Reminds me the Antidote game but with a twist, very addictive!
*HUEBRBR version*
ta foda bagarai! parabens!
Cheers!
Web version is laggy
But its the best one I've played so far
I don't have any recommendation for you. Solid entry!
...
Wait, that was only level 1? O_O
Level 2 got way harder... I got to 10 years and 300 and a few days...
Pretty fun game! It's amazing how polished it is. It felt like a normal game, not a jam one! It's probably the best game I've played so far (and that I'll play in this edition)!
Well, on to feedback about the game...
- I don't think shooting shouldn't be random, or there should be and upgrade to fix this... it's the basic well to get cells, before putting any turret... it shouldn't make you randomly miss.
- I was able to break level 1. I used 1 turret to aggro every enemy and another one to kill them. Then I just had to keep evading (and bringing them near the turret) until I had enough cells to buy better/more turrets. Still, it was really fun!
Congrats!! =D
On the constructive criticism side, I think it would be better if level 1 was way slower and easier, so that people have some time to get used to character control / aiming / looking at ammo and health / collecting cells and buying stuff and pretty much understanding what is going on before actually having to face real difficulty. Kinda like a hands on tutorial disguised as level 1, you know?
Also, the art style and execution is GREAT (as always, it seems, you rock at this, man!), but I think it could be tweaked a bit for gameplay clarity purposes. In a nutshell, I think you could color code the gameplay relevant stuff in a very distinct way (specially the avatar, the enemies and the cells, which are the things that you have to spot quickly in the middle of the action in order to play), and make them always visible (maybe they could emit light to highlight them from the scenery?).
These minor feedbacks apart, this is clearly one of the best games I have played in this LD. Congratulations! :D
PS.: We GOTTA jam together eventually. Just way till we're more comfortable working with Unity. ;)
I really liked this game, my one complaint would be that after beating a level you are forced to go to the next one (it would have been cool to see how crazy you could get) that and when you die in level 2 there is no level select to start at level 2. I get why because then it would feel like the game over screen means less (clever idea btw), but that would have been nice.
The other suggestion I would have is that tower defense time games usually have "pleasant time" where it's either paused when you are picking where to place your building or there is a break between waves. Placing turrets while being attacked was a bit annoying, but that said some people like frantic gameplay I like gameplay where there is more deliberateness to it. Same thing for the health, if you want the game frantic then your eyes have to keep going down and checking your health (unless you want to waste cells on healing after taking only 20% damage), but for me this is more chaotic than fun, but I think that's a personal preference thing.
All of that said, this game is really well made and impressive considering the time limit and stuff, it looks nice, it's innovative, and it's fun. So good job! :)
See more info on my playthrough for Ludum Dare Showcase vol 4! http://youtu.be/aFa_iU1gvTg