Defend the Keep! by omaskery

[raw]
made by omaskery for Ludum Dare 46 (COMPO)

Defend your Keep!

Keep it alive!​

screenshot.png

Overview

This is my Ludum Dare 46 entry!

Pretty pleased with what I got done, I won't lie I had loftier ambitions - I wanted to somehow make it have some aspect of social/multiplayer, and I'd love to have an actual main menu or post-game screen.

It's technically, sort of, a game, though! :)

​How to play

Left click to fire at a spot, use A or D to move around the circumference of the keep!!

Ratings

Overall 1060th 2.478⭐ 25🧑‍⚖️
Fun 923th 2.696⭐ 25🧑‍⚖️
Innovation 1031th 2.391⭐ 25🧑‍⚖️
Theme 965th 2.957⭐ 25🧑‍⚖️
Graphics 1003th 2.37⭐ 25🧑‍⚖️
Audio 776th 2.152⭐ 25🧑‍⚖️
Humor 818th 2⭐ 23🧑‍⚖️
Mood 996th 2⭐ 23🧑‍⚖️
Given 19🗳️ 17🗨️

Feedback

Reisn
20. Apr 2020 · 22:14 UTC
Simple but fun! I really like the effects and movement for the rockets. The explosion audio is a bit loud, especially when there are many audio sources at the same time
Webox
20. Apr 2020 · 22:15 UTC
Hey great job!, I really liked the camera work and explosions effect. Simple but effective premise, thanks for making this! :D
blotosaur
20. Apr 2020 · 22:17 UTC
So many explosions! Fun to shoot around.
dob
20. Apr 2020 · 22:23 UTC
The 3D stuff is really cool, and you've presented it in a way where it's understandable but still neat-looking. I liked the long travel time and ballistic paths for the shells - reminded me of Missle Command from my youth. It seemed pretty hard to lose. Eventually I just stopped firing, and my castle seemed to heal as fast as it was getting hurt. Do the walls get shorter when you get hit? It might be nice to have some more clear indicator of whether you're doing well or getting hurt (a sound, a bar, a display of HP). Nice effort; with some more polish and variety, could be really really cool.
doodlebrisk
20. Apr 2020 · 22:24 UTC
I like all of the explosions. I think it's a little too hard to lose. I'm able to just leave it running and it seems the enemies don't come fast enough to bring down the keep.
2kah
20. Apr 2020 · 22:24 UTC
I like that there's no limit to the number of rockets you can fire, was fun to fire off a bunch and see the destruction a few seconds later. Maybe consider reducing the number of cubes that need to get through for you to lose, I got bored before I actually lost the game. Good job overall!
Quinn_Patrick
20. Apr 2020 · 22:26 UTC
Once I realized that I could just hold down the mouse button, it got way more fun. Causing loads of explosions is a blast. On the other hand, for some reason I found it really difficult to tell where things in this game reside in space. Maybe if they had shadows and the ground had some texture it would be better?
tomdeal
20. Apr 2020 · 22:38 UTC
I love a game where you can missile spam enemies :-) Maybe a bug, but I could not lose, the enemies could not destroy the keep. Had fun blasting them away though... :-) Nice entry
Mykola
24. Apr 2020 · 20:57 UTC
It was fun to shoot around! Very nice missile and explosion visuals. A good base for a more complete game. It's a pity that it's not finished but you've done a great job to get that far nevertheless! The main thing that is not so hard to do and which was missing was the rules of the game: win, lose, score. It would a lot more fun and complete if those were present.
blobo
25. Apr 2020 · 18:06 UTC
I think it's a bit goofy to have 7 decimal places on your timer, I would use a function to round that down to one or two decimals. Neat game by the way!
japes
25. Apr 2020 · 21:50 UTC
Ah, my old nemesis the Unity cube primitive!

I love the rocket mechanics! Having to time your shots to hurt the enemy adds a great element to a frantic tower defence. It's tempting to wait and see if your shot hits, but when things get busy you just have to move on and hope you timed it right.
While the infinite ammo and quick reload is very fun and satisfying, it's probably a bit imba. I think I've found an exploit where if you just constantly circle and hold down the mouse button just at the foot of your tower, you create an impenetrable ring of hellfire.

Took me a while to figure out that the height of the tower = health. Maybe you could add some additional feedback when you get hit? I do like the fact that it gets harder to defend the higher it gets.

+1 for @quinn-patrick 's suggestion of shadows/texture on the ground. I think with a bit of polish this could be a really cool game. Let us know if you do anything more with it!
drprettypatty
28. Apr 2020 · 23:58 UTC
this was probably the most fun game i've played so far tbh, even though it's not finished. there's just something great about spamming out all those missiles, and then seeing the destruction and tight explosion fx a second later. the only thing i would add to what others said is that i think i would have preferred to be in the middle of the keep so that i didn't hit the south battlement when shooting south. but nice work! it's really fun for a few minutes
vfqd
06. May 2020 · 14:15 UTC
The parabolic arc of the missiles is awesome :)