Survive in Neon lights by HakierGrzonzo

[raw]
made by HakierGrzonzo for Ludum Dare 45 (JAM)

How to play:

So, you might have opened the game and have no god damn idea what to do. Naturally, you clicked "Controls" button like a weakling you are. I'm giving you the last chance to get the rest of your dignity and to go play the game like a man... You still there? Well, it's OK now, because I'm here. The whole thing is to build and defend your base from enemies. Simple stuff right? Let's start with the buildings available to you.

You got your generator (I GOOOOT THE POOOWER). It's the heart of your base that generates electric impulses that move it all to life. An impulse will spread out and power all of your buildings, making them do their designed function and generally your base will appear to be more fancy than it actually is.

Mine $Money Maker$ with each impulse will generate a small amount of currency. You need currency to set up new buildings. Cost of 'Mine' will increase depending on the amount of Mines you already posses. You can upgrade it to get more money per impulse.

Turret is a basic defensive structure, that shoots lasers. With each upgrade, turret's damage and range is increased, making it more deadly.

Wall is like, I uhhh... what else you want me to explain? IT'S A FUCKING WALL. Isn't it? Ok, it regenerates some of its hitpoints with each impulse. Walls' HP and HP-reg is increased with each upgrade.

There is also a limit to the amount of buildings you can set up. Sucks major ass, so we are giving you Supply Depo to increase number of structures you can have, so that's nice.

And your enemies: energy thirsty spiders that want to get to your generator. KILL THEM WITH CRUELTY. If not, you will die and dying isn't exactly fun or interactive gameplay.

That's basically it. Go and play the game now.

Credits:

Programming:

  • Grzegorz Koperwas
  • Eryk Kściuczyk
  • Mikołaj Czarnecki
  • Michał Danikiewicz
  • Kamil Kowalski
  • Andrzej Kominek

Art:

  • Maja Więzik
  • Maja Oszczypała

Music:

  • Paweł Mendzik
  • Marcin Grabysz

Screen3.png

Screen2.png

Ratings

Overall 832th 3.15⭐ 22🧑‍⚖️
Fun 604th 3.2⭐ 22🧑‍⚖️
Innovation 855th 2.789⭐ 21🧑‍⚖️
Theme 783th 3⭐ 22🧑‍⚖️
Graphics 726th 3.225⭐ 22🧑‍⚖️
Audio 368th 3.35⭐ 22🧑‍⚖️
Humor 746th 2.306⭐ 20🧑‍⚖️
Mood 993th 2.6⭐ 22🧑‍⚖️
Given 22🗳️ 30🗨️

Feedback

Hellpug
07. Oct 2019 · 23:55 UTC
I get this was supposed to be kind of edgey humor but it was just kind of off putting. Didn't really understand much of what was happening. Graphics were OK but kinda bland.
NachtWitch
08. Oct 2019 · 17:45 UTC
Love the colour, would be amazing if it had more sound and reverb, maybe spend a month on this and it would be super fun
GraphicEdit
08. Oct 2019 · 18:01 UTC
Nice game
FireCat
09. Oct 2019 · 09:24 UTC
I am sorry for the edgy, unfunny controls, I made 2 seperate new versions on second day, but someone (I am looking at you) forgot to change it. I thought an apology is nescessary.
RedHermit
12. Oct 2019 · 22:09 UTC
Nice work on this! The pulse effect across the grid was great, and the challenge ramped up nicely. Tooltips for the item selections would have been nice (no clue what the green triangle does - supply depot I guess?). A zoom out feature would have been a nice add too. Of course tooltips and camera zoom add to the scope of the project, and with the limited time you had, overall I would say great job! I played for quite awhile having fun building out my base.
Madbarron
12. Oct 2019 · 22:14 UTC
The pulse aesthetic w/ flashing lights and pew pews is cool. Made it 20 minutes with no trouble so maybe ramp up the difficulty quicker? And you should probably put blood splats on their own sorting layer. Also, the upgrade menu kept breaking. But nice work, I had fun!
Tyfus
12. Oct 2019 · 23:14 UTC
@redhermit yeah we planned on captioning the buildings, but didn't manage to throw them in in time :/
The zoom is actually in the game (scroll wheel), just takes a while to scroll out
Bodaciouslycrazy
13. Oct 2019 · 00:30 UTC
There is definitely some work to be done on the controls and GUI. Often times, the upgrade menu would immediately disappear for no reason. But, the game was actually kinda fun, once I understood it. Well done!
Adam Saudagar
13. Oct 2019 · 03:41 UTC
the game got pretty easy once I understood its mechanics, maybe ramp up the difficulty a bit more, and also upgrde menu was glitching out, could upgrade buildings on some tiles.. Apart from that, amazing game with lots of potential, Keep it up!!!

Also I encountered a bug where i was getting money to put down buildings and there were no limits for how many buildings i could use
![Untitled.png](///raw/405/31/z/297fb.png)
Nobongo
13. Oct 2019 · 08:55 UTC
Tower defense at it's finest. I enjoyed having a wide open space to defend, which is what sets this game apart from other games like it. The towers made sense and were upgrade-able, even if the upgrade menu was a little touchy it was nice to have it as a feature.
Solid job everyone!
shaurya_juneja
13. Oct 2019 · 14:23 UTC
Nice game! I like the towers!
Mikeliosus
13. Oct 2019 · 15:53 UTC
Hey, guys! A lot of you! xD

Even when we participated with a crowd of people, we did not get to 10, I think it's definitely a record, do not remember more on a jam entry. xD

I tried it like a real man and I think I get it, but my computer did not. xD

After a certain point game becomes super laggy and barely possible to continue.

By the way, when I played without any tutorials I did not get what Supply Depo is doing. I already checked the description after play and looks like it does not work.

Also, it was really a game-breaking bug that makes impossible to upgrade buildings on certain tiles. I think it always occurs for tiles where a building was destroyed at least once.

But a game was nice, for real. I played it for some time, and I think if you polish it more, and add more content it would be a really nice tower defence.

I was not getting bored with your art and music. Despite the bugs, it feels really nice!

Also, I think the decision of creating a tower defence game for the jam was really challenging.

Well done, all of you! :3

Here is a picture of my massacre. xD

![SurviveInNeonLights.png](///raw/920/8/z/2986f.png)
fabula_rasa
13. Oct 2019 · 16:09 UTC
Overall a nice experience :).
However, on my screen the text of the message window was enormous. It was either read the messages and see nothing of what is going on, or just switch off the messages entirely. Some tooltip (or just a label) for the building would also be nice to have.
Tyfus
13. Oct 2019 · 19:47 UTC
@mikeliosus thanks for such plentiful feedback! We're adding the building captions in the next build :)
We're already working on fixing the bugs and I did a bit of rebalancing, so that the game is more challenging.
Mikeliosus
13. Oct 2019 · 21:19 UTC
@tyfus Sounds nice! :3
Hey, I really wonder how are you guys going to deal with the problem of laggs while having many objects on the scene? It is a kind of classical Unity problem.
Tyfus
14. Oct 2019 · 12:49 UTC
@mikeliosus I think the biggest problem are lag spikes when dozens of enemies are loaded at once. Sadly, not much we can do there.
I'd say that Deleting the particle emmiters once they stopped emmiting helped minimizing the continous lag. Also we avoided the extremally laggy .Find command, so that helped too. I think the timer which made the blood spills fade away over time is malfunctioning, so fixing that would remove a lot of lag-causing objects.
Generally speaking - probably moving some memory heavy functions from FixedUpdate to a coroutine called every 1/4th of a second or so would help in most cases.
Sprotex
14. Oct 2019 · 17:57 UTC
It has been said here that the edgy humor isn't very beneficial to your game, I concur. Also there are a lot of typos in the controls section which didn't make the game feel well made (at least to me). I tried the game, when I didn't understand how to play for the first time, I went to the controls and still didn't understand which building is which, but I was so put off by it that I just closed the game.
chuchuw
18. Oct 2019 · 09:00 UTC
Haven't played already, but I have a suggestion : There is too much text to read in this page :) And "how to play" (in my opinion) should always be inside the game. In the worst case as text, in the best case integrated with the gameplay in a nice way.
Tyfus
18. Oct 2019 · 17:12 UTC
@chuchuw on one hand I agree that a seamless tutorial is the best, though I wouldn't say it would be easy to pull off properly in this case.
Nonetheless thanks for feedback, I agree that walls of text are awfull :)
chuchuw
18. Oct 2019 · 19:51 UTC
We all do what we can during game jams, so we can improve for future projects
Three days is too short for being good at everything. :D
davidsheadgames
19. Oct 2019 · 01:18 UTC
Needless to say, I have no idea how the controls work or how to play... and the 'help' screen didn't actually help. Probably want to aim for informative instead of insult humor next time with your 'help' screen...

To be blunt, the text is more off-putting than it was funny...

The only thing I figured out is that SOMETIMES I can place tiles, and one of the tiles shoots. Beyond that, I don't really understand the parts where those things don't happen. I _think_ its intended, but it could have equally been a bug and I wouldn't be the wiser...