Bubble Tag by Sparky

[raw]
made by Sparky for LD18 (COMPO)
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.

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

Feedback

馃帳 Sparky
22. Aug 2010 路 18:49 UTC
Source is here: vacuumflowers.com/temp/LD18.zip
hturan
22. Aug 2010 路 23:25 UTC
Very nice, I love expansion games! Took a few seconds to get my head around the concept, but it falls together well. Good job!
AClockWorkLemon
23. Aug 2010 路 01:44 UTC
nice, great graphics and intuitive gameplay :D
Riley Adams
23. Aug 2010 路 02:07 UTC
Fun stuff, I love the visual style!
Surrealix
23. Aug 2010 路 02:15 UTC
I love rts/expansion type games, so this was great to play. It looks lovely, too. Nicely implemented.
Razen
23. Aug 2010 路 13:21 UTC
Wow, that was pretty cool. Had a lot of fun, things get pretty hard later on.
Breakdance McFunkypants
23. Aug 2010 路 15:27 UTC
Wonderful graphics, smooth and silky and attractive. Great concept, I really like the blobbiness of your castles. Took me a few moments to figure out. Fantastic job: with more modes, colours, and weapons this could really be a fantastic strategy/shooter game. I'm very impressed.
someone
24. Aug 2010 路 08:01 UTC
Very nice.
Draknek
24. Aug 2010 路 10:49 UTC
Graphics are very cool.

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.
madpew
24. Aug 2010 路 15:27 UTC
well done, I liked the expanding / enemy-harvesting part.
but sadly I got somehow stuck outside of the screen after dying. Besides to that, well done.
馃帳 Sparky
24. Aug 2010 路 15:30 UTC
Thanks for the comments so far, folks. The feedback is very much appreciated. I'm doing a post-competition build, and feedback is very welcome. Expect an upload in the next couple of days :).

The tuning is pretty off in this competition build, you're absolutely right Draknek.
Vieko Franetovic
24. Aug 2010 路 19:02 UTC
Like the style, like the gameplay, like how hectic it is, not sure how it relates to the theme but feel you've got a great game concept to expand on here!
馃帳 Sparky
25. Aug 2010 路 14:15 UTC
Vieko Franetovic- Ah, the lack of tutorial is probably not working in my favor here! Sorry about any confusion. It's possible to destroy enemy castles and steal their components. Once we destroy an enemy base, we can run over its components and take them home. Once we're there, the components can be placed with the mouse.
馃帳 Sparky
25. Aug 2010 路 14:16 UTC
I'm happy to announce that I've got a first public post-competition build up here:
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.
Alan Lynn
26. Aug 2010 路 10:25 UTC
I like the general idea of your game, but I was a bit disappointed by the method of assaulting enemy castles. It seems to be mostly the same thing every time. Run in with your one ship, and circle strafe repeatedly.

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!
Danik
27. Aug 2010 路 10:08 UTC
Fun game, made me want to play again when I died.
馃帳 Sparky
27. Aug 2010 路 16:34 UTC
Alan Lynn-
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 :).
馃帳 Sparky
30. Aug 2010 路 00:47 UTC
There's a new version (with walls in it) up here: http://www.ludumdare.com/compo/2010/08/30/walls/
Spunkmeyer
31. Aug 2010 路 11:30 UTC
Great concept. Great graphics!
mwest
02. Sep 2010 路 14:08 UTC
Awesome concept and great graphics, looks like its got a lot of potential!
pekuja
03. Sep 2010 路 05:13 UTC
Looks very interesting visually. That there was two ways to move castle pieces was a bit confusing to me, and with the mouse control I think I accidentally moved some pieces to an enemy castle a few times because I was concentrating on shooting. The shooting mechanic here isn't very interesting since you just have the one pea-shooter gun and a lot of the targets are stationary. I felt like my character had very little to do with the castle. Do you get a defensive bonus or something when you're next to the castle? I didn't quite grasp that.
HybridMind
03. Sep 2010 路 20:12 UTC
Had a good time with this compo version even though I'm more familiar with the post-compo. At least I really know how to play it now! Great solid concept with a lot of cool things going on that make you feel part of an epic battle. I love the visual blobby effects and the swarms of enemies assaulting me. It is also a cool idea to have the player be able to play a 'hero' role as they move about doing pinpoint strike assaults to gather critical castle pieces. Awesome job!
cptalbertwesker
05. Sep 2010 路 00:57 UTC
Really great idea, had me hooked, and a great simple take on the theme, very impressive, shame there was no audio though.
Dan C
06. Sep 2010 路 16:01 UTC
I like the graphics but I couldn't make much sense of the game.

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!