Bubble Tag by Sparky
Build a giant amoeboid castle out of the remains of your defeated opponents.
or to move
to fire
Enemy castles are green. Destroy the core of a castle to render it neutral. Once you have defeated an enemy castle, you can harvest any remaining components by walking over them.
Take your spoils back to your castle, and build by clicking and dragging.
Enemy castles are green. Destroy the core of a castle to render it neutral. Once you have defeated an enemy castle, you can harvest any remaining components by walking over them.
Take your spoils back to your castle, and build by clicking and dragging.
Ratings
| Coolness | 16% | 37 |
| Overall | 3.38 | 28 |
| Audio | 1.07 | 148 |
| Community | 3.29 | 53 |
| Fun | 3.29 | 32 |
| Graphics | 3.62 | 26 |
| Humor | 1.24 | 161 |
| Innovation | 3.62 | 24 |
| Theme | 3.24 | 89 |
It's not immediately apparent that it's going to be a hopeless struggle to just last as long as you can, so there's quite a disparity between the initial experience and the endgame.
I'm not sure how I'm meant to avoid being swarmed by a whole bunch of enemies at once, but when that happens I don't seem to have any ability to stop them.
but sadly I got somehow stuck outside of the screen after dying. Besides to that, well done.
The tuning is pretty off in this competition build, you're absolutely right Draknek.
http://www.ludumdare.com/compo/2010/08/25/first-post-competition-build/
I'm still actively developing this, and there will be more builds to come.
Here's my idea for attacking enemy castles. You can take it or leave it or modify it. (Some) buildings produce units. Once you've built up some units, you can give orders to a group of them (such as attack a castle), but cannot control them directly. If your units defeat a castle, then you can plunder their buildings and technology (new unit types, for example).
Good work, and it's nice to see that you're doing more with this post-competition. Thanks for your comment on my entry!
I completely agree with your observation about castle assaults needing more depth to them. Circle strafing absolutely shouldn't work that well. Improving this portion of the combat has been my main focus since releasing this build, actually.
In the latest build, I've added in a destructible wall around each castle. Because the wall blocks incoming shots, it's necessary to focus fire on a patch of wall and break a hole through in order to damage a castle's core. This helps make circle strafing less optimal.
I'm also considering other firing patterns for the enemies. One thing I'd like to try is having turrets aim at our destination, rather than our current position. I'm also interested in trying curtains of fire rather than streams. I'll link to the new build once I've got it up.
Thanks for the comments, everyone :).
I went around destroying the enemy bases and dragging the bits back to build up my own, but there didn't seem to be much relationship between what I was doing and how long I lasted. After a while a whole bunch of enemies appeared and I got annihilated. I couldn't work out if there was some strategy to avoid this or not. I never was any good at strategy games so that may be my fault.
At one point I found that I couldn't fire any more. I'm not sure if that's because of something I did or didn't do, or if it's a bug.
I couldn't point to where but I feel like I've seen this idea before a few times and it's never worked for me. Looking at some of the other comments I do feel like I'm just not getting it. Sorry!