Pandora by pokipsy
Pandora is a tower defense game in which you face infinite waves of fierce ennemies.
All you need to play is just a mouse with two buttons ^^
We're honestly quite satisfied with the result compared to our first entry on last Ludum Dare.
Hope you enjoy !
Don't hesitate to put your best score in comments
(dev record : 25800 on wave 9 ^^)
All you need to play is just a mouse with two buttons ^^
We're honestly quite satisfied with the result compared to our first entry on last Ludum Dare.
Hope you enjoy !
Don't hesitate to put your best score in comments
(dev record : 25800 on wave 9 ^^)
| Windows | https://www.dropbox.com/s/ei6xawjnkr8sf18/Pandora.rar?dl=0 |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=56863 |
Ratings
| Coolness | 79% | 2 |
| Overall(Jam) | 3.43 | 398 |
| Audio(Jam) | 3.30 | 361 |
| Fun(Jam) | 3.48 | 262 |
| Graphics(Jam) | 3.38 | 555 |
| Innovation(Jam) | 3.02 | 598 |
| Mood(Jam) | 3.43 | 341 |
| Theme(Jam) | 3.45 | 712 |
My only crticism is that the electric fences dont seem to do much.because i dont have any control over what they kill.. the one shot kill is often wasted.
Not bad if thats all I have to complain about.
Needs a better (more relevant) title though, I was nearly going to skip this one.
Can I share my thoughts on the problem/solution?
In my opinion, too much of my thought process while playing was around micromanaging the input steps to change guns: see enemy, then right click, text pops up, move exactly to target gun, then left click. That's two clicks, a precise mouse point, and some text. I even started early right clicking and just watching for enemies with the text still showing.
I think you could smooth out the controls with a couple of small changes, and if you did you could then justify throwing even harder challenges at the player.
Here are the hypothetical changes I was thinking of:
1. Enlarge the selection radius on the gun enormously. Like you can click anywhere on the screen and it will select the nearest gun.
2. Make right click immediately select. No two clicks, no text.
In other words, at any time I can right click anywhere and my selection will immediately move to the nearest gun.
So now I can flip between guns extremely rapidly. When I see a new monster, I navigate the mouse there, right click as I approach to change guns, and left click as the mouse arrives to start shooting. So the mouse moves in a straight line to the target, there is only one click to change, and then I can fire.
Once the player can juggle guns much more quickly, you can start sending more multi-pronged attacks. You could even try to change the enemies so the player wants/needs to switch even during a firefight. Currently once I had aim on a target I always shot it to death. But can you introduce a design element where it becomes worth it to sometimes switch away from a big fight to put two bullets into a monster coming at another gun, then cut back to the main battle? That would be a cool feeling I think.
There's definitely some physical and mental challenge aspect to your current controls that is lacking in what I propose, but I'm a strong believer in making the controls as smoothly powerful as possible and then balancing in-game challenges around that.
Anyway that's a long ramble but hope you found it interesting.
Nice entry, looks and sounds great, and obviously the design got me thinking. ;)
The controls would've been a lot better if you could directly right click a turret to select it instead of the tedious right-left click (still show the overlay if you right click anywhere else, but accept any button for selection).
Thumps up guys
Graphics look nice and the audio is great!
It gets a bit repetitive after some time, but that may be because of the fact, that the goal is to get a high score ;)
All in all nice work!
Fences are really nice Squid guard ;)
Wish I could have possibility to upgrade turrets.
But, glitched monsters. Monsters on top of walls. Monsters on top of turrets. 10 glitched monsters out of 10.