Robo[R]Evolution by NateNaterson
>The age of man has ended. Out in the bleak sits the
heart of the Machine, guarded by the whispering torrents of
sand. Here the war begins anew, a plot hatched by the lords
of this castle. A new breed of death is forged, something
smarter than its predecessors, something efficient. Adaptable.
>The Men know, and they flock to the heart. They come in
their caravans, in their flying machines, from near and
from far. Their fear compels them in vain; they know they
will not be returning to their ravaged homes. The reaper
is something they dare not fight, they've watched him
cradle the world in his arms.
>They too, will be touched by him tonight; they march to
their ends with this truth in their minds. They can not
stop the revolution, and they will be replaced.
>This will be our finest hour. We are the rEvolution.
-----
CONTROLS:
W, A, S, D: MOVE
LEFT MOUSE: Shoot
PRESS RIGHT MOUSE: View Available Turret Locations OR Use Action Item
RELEASE RIGHT MOUSE: Place Turret
SHIFT: See Turret Energy
1, 2, 3 (or Q, E): Cycle Action Items
-----
Since I was running out of time, SOME features are missing (mainly the ending) so I'll be putting out a content update in a few weeks with cool new stuff! Also there's a mini-update with some bugfixes, I highly recommend playing it instead of 1.0!
CHANGELOG for 1.1:
-Fixed Story Advancing being WAY too slow (it advances every 10 waves)
-Fixed Battery Max Health being too high
-Implemented Shot Type upgrades every 10 waves not working
-Increased spread and patterns of later Shot Types
-Fixed default turrets not showing their particle effect
-Fixed Super Fillups giving INSANE amounts of Energy to turrets. (still might not work perfectly)
-Made turrets a bit more balanced by adjusting their energy amounts + firespeed
-Fixed Enemy progression
-Reduced amount of turrets given between waves
-You now start with two turrets again.
-Two regular turrets spawn naturally on the board now, to give the player a headstart
-Fixed crash upon item menu appearing if the player has maxed out stats
-If the player has maxed out stats, a 2nd action item becomes available instead of a stat item
-”Firepower” stat now works as it should
-Shots become larger as Firepower increases
-Adjusted enemy health
-Lowered maximum stats
-Added “Re-Roll” to Item Menu. lets you change the items available to you (you start with three)
-You get one bonus re-roll per evolution stage
-Rocket explosions are more dramatic
-Fixed depth issue with generator
heart of the Machine, guarded by the whispering torrents of
sand. Here the war begins anew, a plot hatched by the lords
of this castle. A new breed of death is forged, something
smarter than its predecessors, something efficient. Adaptable.
>The Men know, and they flock to the heart. They come in
their caravans, in their flying machines, from near and
from far. Their fear compels them in vain; they know they
will not be returning to their ravaged homes. The reaper
is something they dare not fight, they've watched him
cradle the world in his arms.
>They too, will be touched by him tonight; they march to
their ends with this truth in their minds. They can not
stop the revolution, and they will be replaced.
>This will be our finest hour. We are the rEvolution.
-----
CONTROLS:
W, A, S, D: MOVE
LEFT MOUSE: Shoot
PRESS RIGHT MOUSE: View Available Turret Locations OR Use Action Item
RELEASE RIGHT MOUSE: Place Turret
SHIFT: See Turret Energy
1, 2, 3 (or Q, E): Cycle Action Items
-----
Since I was running out of time, SOME features are missing (mainly the ending) so I'll be putting out a content update in a few weeks with cool new stuff! Also there's a mini-update with some bugfixes, I highly recommend playing it instead of 1.0!
CHANGELOG for 1.1:
-Fixed Story Advancing being WAY too slow (it advances every 10 waves)
-Fixed Battery Max Health being too high
-Implemented Shot Type upgrades every 10 waves not working
-Increased spread and patterns of later Shot Types
-Fixed default turrets not showing their particle effect
-Fixed Super Fillups giving INSANE amounts of Energy to turrets. (still might not work perfectly)
-Made turrets a bit more balanced by adjusting their energy amounts + firespeed
-Fixed Enemy progression
-Reduced amount of turrets given between waves
-You now start with two turrets again.
-Two regular turrets spawn naturally on the board now, to give the player a headstart
-Fixed crash upon item menu appearing if the player has maxed out stats
-If the player has maxed out stats, a 2nd action item becomes available instead of a stat item
-”Firepower” stat now works as it should
-Shots become larger as Firepower increases
-Adjusted enemy health
-Lowered maximum stats
-Added “Re-Roll” to Item Menu. lets you change the items available to you (you start with three)
-You get one bonus re-roll per evolution stage
-Rocket explosions are more dramatic
-Fixed depth issue with generator
| Windows (1.0) | https://dl.dropbox.com/u/13900535/roborevolution_1.0.zip |
| Windows (1.1) - Contains Bugfixes! | https://dl.dropbox.com/u/13900535/roborevolution_1.1.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=1554 |
Ratings
| Coolness | 60% | 3 |
| Overall(Jam) | 3.67 | 30 |
| Audio(Jam) | 4.00 | 12 |
| Fun(Jam) | 3.75 | 13 |
| Graphics(Jam) | 4.00 | 42 |
| Humor(Jam) | 2.74 | 84 |
| Innovation(Jam) | 2.93 | 116 |
| Mood(Jam) | 3.73 | 18 |
| Theme(Jam) | 3.35 | 54 |
@RB100: Thank you so much!
I expect to see great things form you!
I'm not good at tower defense, so didn't get beyond wave 4. I think you did a lot of work and its a nice game. But I was totally blown away by the music: The White Stripes could have made that. That is music with attitude!
Also liked the retro intro, but thats because I grew up with a Commodore 64.
Oh yeah: the autosave suggestion!