Survive in Neon lights by HakierGrzonzo
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


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🗨️ |
The zoom is actually in the game (scroll wheel), just takes a while to scroll out
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

Solid job everyone!
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

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.
We're already working on fixing the bugs and I did a bit of rebalancing, so that the game is more challenging.
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.
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.
Nonetheless thanks for feedback, I agree that walls of text are awfull :)
Three days is too short for being good at everything. :D
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...