World Battles by Thinkofname

Pretty simple game, I still struggle to get enough done during the time limit.
The game was programmed in Rust and cross-complied to javascript (asm.js although it works with wasm as well). Whilst I like Rust for large projects for quick things like this it felt like it got in the way, dynamic typing/inheritance tend to be pretty useful for this. I might try Rust a few more times to see if it gets easier as more libraries turn up.
Links
- Web: https://thinkofname.itch.io/world-battles
- Source code: https://gitlab.com/Thinkofname/ld38
| Original URL | https://ldjam.com/events/ludum-dare/38/world-battles |
Ratings
| Overall | 379th | 3.053⭐ | 21🧑⚖️ |
| Fun | 293th | 3.105⭐ | 21🧑⚖️ |
| Innovation | 319th | 3⭐ | 21🧑⚖️ |
| Theme | 389th | 3⭐ | 21🧑⚖️ |
| Graphics | 488th | 2.421⭐ | 21🧑⚖️ |
| Audio | 367th | 2.263⭐ | 21🧑⚖️ |
| Humor | 455th | 1.588⭐ | 19🧑⚖️ |
| Given | 22🗳️ | 21🗨️ |
My guns don't really hit the enemies and I'm not sure what the correlation is between the placement of the guns, the clicking of the mouse and the aiming. It seems that they're just firing in random directions and I can't hit the enemies.
I would really like the idea if it worked a bit better though. It reminds me very much of Lovers in a Dangerous Spacetime with the placement of the guns and all.
Would love for you to check out our entry in the Jam:
https://ldjam.com/events/ludum-dare/38/super-natural-defense
I like thta I have to anticipate their future location and adjust accordingly with the gun aim, and that I can often hang out in their blind side (where they have no guns), and wail at them from there! ^_^
Congratulations on making such a fun game by yourself in only 48 hours! And thank you for having played my game as well. :)
I love the smooth animations and the basic game mechanics.
Some gun and ship upgrates would be fun.
For some reason the AI never managed to hit me, so the game was a bit too easy. i guess that is a glitch?
The guns feel very unresponsive, maybe you could find a way to show the player why and when the guns will shoot in a direction. (Maybe recharge sound effects, indicators where a gun is aiming)
In my opinion, everything has too much health and the timer between waves is unnecessary.
Had to give up at this point:

The last enemy of a wave crashed into me and I couldn't move or damage it anymore. Well, I didn't have much room to plant any guns anyway especially since just having all the guns in one quadrant and keeping your enemies on that side seems to be the best strategy.