Antagonistic : Hamburger Hill by ryte2byte

Play now!
Windows, Linux, Mac, and Source available at http://MikeyKae.itch.io/antagonistic-hamburger-hill
A browser-based, WebGL version is available at https://mikeykae.itch.io/atagonistic-webgl-edition?secret=d9LI03mYI0muoCPzxvhX40Dymo

Large scale action and big strategy in a small world!
Fly, spit acid, manage egg production, and lead your army of ants into beetle territory and up Hill 943 to snatch the burger in this completely unique action-strategy experience.
God save the Queen's lunch!


Ratings
| Overall | 222th | 3.429⭐ | 58🧑⚖️ |
| Fun | 176th | 3.418⭐ | 57🧑⚖️ |
| Innovation | 237th | 3.232⭐ | 58🧑⚖️ |
| Theme | 104th | 3.839⭐ | 58🧑⚖️ |
| Graphics | 286th | 3.196⭐ | 58🧑⚖️ |
| Audio | 183th | 3.167⭐ | 56🧑⚖️ |
| Humor | 136th | 3.113⭐ | 55🧑⚖️ |
| Mood | 302th | 3⭐ | 53🧑⚖️ |
| Given | 104🗳️ | 119🗨️ |
One thing I did not like was, that most of the time I found myself fighting the mechanics rather than the enemy. The difficulty came mostly from the way the mechanics work, for instance acid not having any noticeable area of effect or wings obstructing the target when aiming down.
Overall a great start ^^
**Things i thought were done well:** General mechanics, enemy spawning, pathing of ants/beetles, ease of play.
**Things i thought could use improvement:** Acid attack is difficult to aim/know where to hit and could possibly be an Area-Effect attack (not a big deal though). Looking around felt clunky, which made adjusting the camera to attack close up beetles difficult.
Overall a very good entry - be proud :)
For starters I really like the idea. The graphics are also really good and I like the song. Reminds me of Spyro for some reason.
The gameplay is cool as well. I've noticed two things though that didn't quite work for me:
1) I think the right wing is really distracting. It feels like something's flashing in front of my eyes the whole time. Maybe it needs a bit more transparency.
2) I really couldn't tell where I was aiming, so I didn't really hit much. I got up to 52%, but I'm not sure if that would've also happened if I didn't try to shoot at the enemies. Also when turning something felt a little bit off at times. It quickly got back to normal, but for a second it felt like I was moving in the wrong direction.
Other than that I liked it. The tutorial was also quite good at explaining the game. I've played quite a few games today that I didn't even understand, so this was refreshing. Good work overall!
P.S.: I wish the messaging feature worked, because I would've liked to talk to you a bit more about our games. You're welcome to download my source code of course. You can kind of see my progression by looking at the modification date of the files if you're interested.
As others have said, main problem is with aiming.
Alse balancing is very good.
I managed to get to 43% percents.
You think the aiming is strange now, you should have seen it an hour before deadline! I haven't made a first/third person controller for several years now and had to blow the cobwebs outta my brain to get this far ;) I added a dot crosshair at one point, but pulled it for immersion reasons.
The acid blob does have an AOE on it (more by accident than design), it is just pretty rare to get it connect on more than one baddie. I'll definitely consider adding real AOE logic if I use this sort of projectile in the future.
The wings were a constant struggle on how to implement graphically. I just hope they're not giving anyone seizures ;)
The epileptic wings weren't very pleasant to look at. Overall the art felt very Unity, which isn't necessarily bad but it doesn't add real character. Audio and music were simple but pretty effective. More audio cues when a beetle eats hamburger would've helped me. One of those bastards was hiding out of sight from me for a while.
The "incoming enemies from direction" messages are a good idea, but you have no way of knowing which direction is which. This could be fixed with a mini map or a compass. Other than that, it's a cool game and I enjoyed playing it! Funny sound effects!
I liked the third person perspective not being right behind the ant, it was a pretty interesting experience. As others have mentioned, the aiming felt a little bit off at first but I stopped noticing as I got used to it. The gameplay was alright, but it did start to feel a little bit empty after a while.
I think the sound is the game's strongest suit, especially the music. It felt like it was at a level way above the graphics, almost out of place even. If the graphics, mostly the environment, had looked less quickly done, I think the overall aesthetic impression could improve a lot.
But hey, one person can't be good at everything, so all things considered it's a solid compo entry. Good job!
I played it until the very end and I had a funny time here.
The main improvements I would add is a better angle for looking the player and change the shot sound (it can get a bit disgusting when shooting a lot).
God save the queen's lunch!
Its funny what clicks with people, eh?
@ryte2byte what tools/software did you use for generating the music? I'm definitely interested in that since procedurally generated such a nice loop!
Overall, I enjoyed to fight for the safety of my precious burger :)
Burger Defense at its finest. My favorite part is the spit sounds, but I'm a weirdo. The ant mounds weren't as powerful as I'd like - spend 3 seconds deploying them, and 3 seconds to watch them torn down. Nice models, particularly your main character. The enemy compass indicators weren't that helpful without anything to gauge direction.
Ultimately I feel it's the Queen's fault for leaving her hamburger on the ground.
Having a compass or landmarks would help, because at the moment just saying the enemies are coming from the east isn't helpful when I don't know which way is east.
Good job on the visuals, I also liked the way the hamburger shrunk as the beetles attacked it.
Good job!
The graphics were good, and the sounds were entertaining, and the gameplay was engaging.
My winning strategy:
I managed to take 95% of the burger with about a 60%-40% mix of warriors and workers early, moving to more like 75%-25% later in the skirmish. My mounds were stationed radially around the burger, with the earliest ones built closest to the workers' path. My thought behind this was the quicker I could get the burger out of there, the less my overall defense would cost. I took care of all of the early targets myself, but then trusted my warriors to handle the light work that started to get through later while I concentrated my fire on the easier-to-hit big targets and larger groups, providing air support to warriors when those targets were down. Only one beetle got through to the burger as far as I saw.
I really like the art style here, and the autonomous ant units were pretty impressive! You seem to have the technical aspects of developing a game down pat.
A few things I would suggest from a design perspective though. Currently there's no way to really orient what direction you're facing. So when the game says "Enemies coming from the West," because every direction looks identical, there's no way the player can use that information effectively. Perhaps having a setting sun in the background, or even just a simple compass in the corner would help tremendously.
Also, I can't say I really knew what making mounds did, or what the numbers represented when I was making them. And I think that can be attributed to the fact that the tutorial was front-loaded with text (that progressed on its own without player input) before anything started happening. I would suggest that you maybe distribute tutorial sections piecemeal, and give the player the opportunity to experiment with the ability you explained to them in order to ensure that they understand and can apply what they were just taught.
Other than that, I felt this was a very unique idea that I can see developing into a full project in the future. :)
How did you do this in 48 hours?! This is so complex and creative - and dude bonus points for the mouth sound sound effects. I LOVE doing that. Oh my goodness. GREAT job!!
Sniping an enemy from a distance was SO satisfying.
My biggest want was either a compass or landmarks by which I can memorize which direction is which.
Wow, though. WELL freaking done.
Great job!
Really great time hanging out in stream with the developer. I already told you my thoughts in stream, but my big one was not feeling like I could trust my ally AI to assist me in battle. Maybe making them more combat effective so I could spend less time having to fight all sides at once. Also, a compass!
I felt like I played it a lot more as a shooter than as a strategy game though. Sometimes I'd even forget I could place mounds or hatch workers. I didn't immediately get what the advantage was of workers (I skimmed through the text at the beginning because I was really excited about just playing). I assume it helped you get the hamburger down faster?
I think it would have been cool to see more of everything: More enemies, more defenders, and more bullets. It could definitely get really hectic and chaotic and that would be really awesome! I think the ideal thing for this sort of game is for it to be impossible to win just by strategy, and similarly impossible just by being a really good shooter. So having to combine these two skills makes this really interesting!
Honestly, there not much I can say to contribute as everything is already said in the earlier comments.
Though I dont think the continuous chain of chat at the start was necessary. Ended up not reading most of it. Perhaps either shorten it, paced it out throughout the game or make it so we can hit a button to skip to the next line.
The "military" theme of the introduction set an cool mood, and I did feel like I was holding a fort.
I couldn't quite get oriented on the directions (north? west? what?) so I had to rely on finding my stream of worker ants. Not the best way to find directions...
God save the queen's lunch!
i have a few notes of critique that will hopefully help if you keep developing this game, or simply just for future reference. i think a skip tutorial button would be useful for players who have already played the game a few times. also, i noticed that the game starts when the tutorial does, and so enemies are approaching while players may be reading the tutorial. after my first time playing, i realized that i too could start spawning eggs and placing mounds even while the tutorial is going. so its fair in that sense, but not so much for the first time player. i would love to see more variety in the enemies and more ways for the player to engage with them. obviously this is not possible during LD, but if you continue development i think that perhaps flying enemies could add an interesting dynamic. ways to control the warrior ants would be fun too. i feel like you probably already know these things though and have your own ideas about it, so ill move on. i wasnt sure what exactly happened once an enemy destroyed one of my mounds. do the warrior ants spawned from that mound disappear or do they stay? i think some sort of feedback would be helpful the the player. in general i think there could be a little bit more feedback to the player in other parts of the game too, like when acid hits an enemy for example. some people have mentioned difficulty with aiming, but i found if you just anticipate movement and aim in front of your target you are able to be very accurate. i think that maybe some sort of powerups for the queen ant would be very satisfying. i understand that the slow acid spit contributes to the balance of the game, but if you were able to find some way to incorporate powerups, it could be super satisfying to go HAAMMM for a minute and blast acid or what have you at enemies! in a larger version of this game, perhaps you could take over multiple hills and have different terrain. anyway, i think the overall point is that there is a LOT of potential for expanding this game, its a really great idea to work with. nice job!
btw i got up to 97% of the burger, that was my best score!
And, just of the off-chance that someone who's commented wanders back in, HUGE thanks to all of you! Designing this peculiar little hybrid in such a short time was a very daunting challenge and I'm thrilled so many folks gave it a chance (and some of you even understood it!).
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Please check out ours:
- https://ldjam.com/events/ludum-dare/38/plutus
Looked pretty good and the controls were pretty straightforward, though I would have liked the build menu to go away if i clicked "out" of it.
I didn't like the acid puke sound by the end of it and I managed to only get 46% of the food haha. Turned around and 3 of the big guys were chomping away at the queens lunch. Oh well ;D
Effects and sounds reminds me Conker's Bad Fur Day.
But hamburger isn't good food, please give them an apple.