Battleship CRUSHER by Hilvon
Be in command of a powerful Battleship. Fight waves of enemies, trying to simultaniously evade enemy fire, attack the enemies. But don't forget that your ship systems require power and to recharge them you need to match tokens.
Yes. This is literally shoehorning two games with different genres together. :)
The game might be a tad too hard to play alone, but the controls are designed so you can bring a friend to help.
Enjoy!
PS: Sounds are... not there. They were planned, but I just don't have time for them now. :(
PPS: Also the game doesn't include upgrading your ship, enemy variety, managing Thruster fuel and some UI elements. :( Hopefully post-jam version will have all those things.
Ratings
| Overall | 599th | 2.904⭐ | 28🧑⚖️ |
| Fun | 623th | 2.635⭐ | 28🧑⚖️ |
| Innovation | 530th | 2.981⭐ | 28🧑⚖️ |
| Theme | 306th | 3.68⭐ | 27🧑⚖️ |
| Graphics | 631th | 2.442⭐ | 28🧑⚖️ |
| Audio | 518th | 1.235⭐ | 19🧑⚖️ |
| Humor | 568th | 1.457⭐ | 25🧑⚖️ |
| Mood | 645th | 1.72⭐ | 27🧑⚖️ |
| Given | 31🗳️ | 23🗨️ |
@creepyounguy Oh no! :scream: Please hit me on hilvon1984@gmail.com with the details of what was happening.
Technically Match3 and Arcade bits are linked in pretty limited way (The Match3 feeds the Arcade information on recharging shields/weapons and missiles, while Arcade feeds Match3 with information for screenshake and dropping bits of playfield. So there shouldn't be a link between killing enemies and match3 glitching... but there are quite a few ways Match3 coulf break on its own. :grin:
Anyway - will be looking forward for your feedback. Hopefully the bug will be found soon.
Well...
First of all - I didn't want to _mix_ two genres. I wanted the game to preserve both without destroying their core principles. So this separation was aimed at this.
Then there is the fact that the proper way to play this game is 2 player couch co-op. And this separation of game aspects kind of emphases this.
True, this means that I didn't invent a new genre that is a combination of two... but effectively I made two game in one. And all thin in 48 hours... Kind of proud that I managed to pull it off. :smiley:
Thank you to everyone who rated and commented on my game! I really appreciate your feedback. And I will definitely play and rate your games, but unfortunately this will only happen on weekend. Please don't be offended by this delay.
There is a board on the right with tokens of different colors. You can switch a token with another one adjacent to it. If in the result of this move there is a horizontal or vertical line of 3 or more tokens of same color - those matched tokens are removed and score is added. If the move does not result in a matched line, it is not executed.
As for the advise to go for something simpler... :rolling_eyes: Well... I... try... I genuinely try... every time. Every single time. But I feel like the only one time I actually managed to run with something simple was my [runaway convoy](https://ldjam.com/events/ludum-dare/39/runaway-convoy) for LD 39. And the only reason for this was me wasting almost a day on another complex idea before realizing that I will never pull it off. So I had co come up with something I can fit into remaining time.
But at the same time, I'm a programmer to the boot. And while I can do some ok-ish art, and I am slowly crawling into making sounds, those will be mediocre at best. At the same time, I can make some pretty fancy code. And so I base the game idea on something I am good at.
As for failings to simplify ideas, maybe you are too smart and have troubles identifying with majority of people who will play the game. You can try making your mind blank and imagining what it feels like to see your game for the first time, or, since you mentioned wife's support, use her to find questions which need answering or complexities which should be removed. Sorry for writing so much but it feels bad that you have such coding knowledge yet I was unable to get fun out of your effort, just trying to help.
Though you have a point. Probably should have made a "click-move-click" move scheme to work as well... :rolling_eyes:
Then again, this could also have been fixed with better telegraphing in UI... not like I really managed to work on UI all that much.
And your comments are totally Ok. I appreciate the feedback. Especially since you are not only complaining but actually pointing out how to improve.
@masterkrepta Yes. The game was envisioned to be played as a pair. :smiley: Hoever the difficulty curve is a probably a bit too steep and the controls are.. clumsy. So me and my wife were able to hold a whole minute longer playing together than in solo... So I might have bothced the ballance a bit.
Then again the ballance curve had an ability to upgrade your shield capacity and hardness and firing rate... but it never happened (mostly due to not having enough time to craft UI)
**Thank you for fedback!!!** :smile:
Anyway, good job!
Also, I decided to see if I could abuse the reshuffle system; since it costs nothing and reshuffles the pieces, logically I could get matches automatically by just spamming it! Well, instead, I got this:

You may notice that I've matched a few colors, but they're not disappearing... I broke something, and it wouldn't register any matches. Game over at that point~
Other than that, this was a pretty neat idea. Good job!
@justinooncx Wow... Thank you for this crashtest of the system sorts of. Yes... this does ring a bell actually. In short - the matching engine only executes once all the tokens are in place, which it tracks by incrementing a counter when a token need to change position, and decrementing it once the token reaces its destination. But it looks like if you destroy all tokens before they reach their initial positions after being spawned this might result in counter not decrementing properly. And so the match engine is stuck waiting for tokens that no longer exist to report their arrival... Should be easy to fix if I add resetting the counter between clearing tokens and spawning new ones.
And to answer your question - no. You can't have a matching line spawn without you moving any tokens. :smile: The safeguard here is simple: when you initialize the tokens they are creatd in order left-to-right and bottom-to-top, and for each token before a color is picked we check a pair of tiled to the left and a pair of tiles below. If it so happen that those already have same color - we prohibit this color from being assigned to this tile.
I wonder if this bug you really have to put effort into invoking qualifies as "Game breaking" to justufy uploading a fixed version... Probably I will.
@john-darrington Glad you enjoyed it! :smile:
I really liked the enterprise style space ship drawing :D big + from me for the Star Trek reference there.
Like I said, I found this mix very unique and creative, swipe puzzle like candy crush mixed with a big of space battle :D fun stuff
@blazedragon You seem to be referring to the problem of Alt (used to launch a missile) also opening browser menu which puts the game on pause. I noticed this issue, but didn't feel this would qualify as "game breaking" bug, and it was already submisison hour... :(
And no. There are no music or sounds in the game. Reitrating over Match3 engine 3 times took so much time that I had to cut a lot of things, and sounds are only one of them... althouth probably the most noticable. Followed shortly by lack of helpful UI...
@vkmicro Yes. That's what was cool about this particulat Theme. It basically prohibits making a dull game. But at the same time this is a bad thing as less people would pull this off.
Glad you liked the Star Trek reference in ship design. There is also another franshise referenced in credits roll. May the veterans of holy wars between those two franshises forgive me for liking both. :smile:
Also you to notise that Candy CRUSH is kind of referrenced in game title. :smile:
I like that you tried to combine a broadside space combat game with match 3. I liked how you divided up the multiplayer so we were each playing completely different games, but impacting the other. For the match 3 side, I would have liked a little guide reminding me what each symbol meant. I forgot what the green shapes did and it meant my partner never had enough missiles. Or just make the icons look like the thing that they do instead of being arbitrary shapes.
As far as flying the ship, the weapon arcs felt too narrow, and it took forever to actually fire the weapons. The display was also a bit cramped, which made it hard to tell what was going on.
This game reminded me a lot of the Space Cadets board game.
I think this has a lot of potential once polished and could be a fun local co-op if the controls for the ship were polished more.