Plasimajita by steve

Info
CircleBOT requires help erasing pointy intruders from vr-space!
- Dodge stuff!
- Build defenses!
- Collect $$$!
Notes
The controls were designed primarily around the mouse, and while keys/joypad are available, I'd recommend going with the mouse as it's much more refined.
- Dodging is the name of the game, you have no weapons yourself
- Lure enemies back to your {T}, it'll deal with them for you
- {C} compliments {T}, place them near each other
- Be adventurous, risk taking rewards friends, invite them to your {T} party
Mini-postmortem
I'd intended this to be a combination of bullet hell and idle automation, but somewhere along the way I lost both aspects, the result is more of a dodge-em-up tower defense. I wanted to experiment with a different art style this time around, but that also got lost along the wayside, in the end I just smartened up my debug graphics. Ditto for the audio, I think next jam I'm going to massively scope down my ideas so I have no excuse for slacking off on those aspects!
| Windows | https://github.com/quantumrain/ld41/releases/download/Release/ld41-plasimajita.zip |
| Original URL | https://ldjam.com/events/ludum-dare/41/plasimajita |
Ratings
| Overall | 6th | 4.292⭐ | 26🧑⚖️ |
| Fun | 2th | 4.396⭐ | 26🧑⚖️ |
| Innovation | 55th | 4.021⭐ | 26🧑⚖️ |
| Theme | 203th | 3.875⭐ | 26🧑⚖️ |
| Graphics | 45th | 4.146⭐ | 26🧑⚖️ |
| Audio | 153th | 3.413⭐ | 25🧑⚖️ |
| Mood | 45th | 3.783⭐ | 25🧑⚖️ |
| Given | 37🗳️ | 6🗨️ |
As one comment, I did find the mechanic where I lost lots of coins on getting hit a little frustrating. I would maybe have preferred something like in the old sonic games where coins get ejected from my body when I get hit and I have a limited amount of time to retrieve them. I also wasn't sure about the prices for the different buildings. Do I ever need to build the more expensive ones?
Fun stuff.
I would've liked to know what the {X} and {U} were going to do before I placed them, but all in all a very solid entry.
Definitely my favourite little-big entry so far.
But being hit is not too harsh as you recover shortly after...
And some hint on what do turrets 3 and 4 do woulb be really nice...
If you have some time, please take a look at my game, they are similar. https://ldjam.com/events/ludum-dare/41/last-stand
@schsam Funnily enough it does use a sonic rings mechanic! I just limited it to only a few coins to act as a buffer for players who are early in the game- the reason I capped it was because later in the game it made hitting things a little too trivial to recover from, but in hindsight perhaps a different penalty for that would have been better...
@iak I never actually intend players to fill up the screen with stuff! The {U} was supposed to be a game ender- it massively increases the enemy spawn rate (and slightly improves all of your own turrets too), I was hoping for people to go out in a blaze of glory at the end after they put {U} down... Sadly I miss balanced it and you don't really notice much difference :)
@notgreat I was intentionally trying to making things a little cryptic as that's one of the staples of idle clickers- you don't always know why stuff is good for you until you've made a few- but the {X} did need a better visual to help clue players in on what was happening, I think if it had drawn some particles between the {X} and the hive it was affecting that probably would have made it a little more obvious...
@piscythe Yeah, I should have added a sensitivity slider, didn't think about it until after the compo though :(
@steve-sparkes Haha, the {U}s were supposed to be that game ending turret! Sadly I erred on the side of caution and didn't make it aggressive enough...