Cadet Set Go by LDJam user 179040
Cadet Set Go is a tower rush game where you get 10 seconds at a time to weaken enemy towers and then make it to the next area.
This is my first LD. The game has no audio and the graphics are rudimentary. I think it's still fun.
Web build is running roughly 10% slower, so for the "true" experience you should play the standalone. But the web version is working now!! gamejamscreenshot3.png
Ratings
| Given | 21🗳️ | 29🗨️ |
I couldn't beat this one. I like the dialogs :up
Such a good use of the theme to have the 10 seconds be a risk reward system, I think that concept is the core of a great game and you clearly got a lot out of it with a lot of levels without it getting any less engaging.
@jibberwocky I understand where you're coming from. If I'd done the full 72 hours I would have made it so the dialogue only played the first time (or better yet, had more adaptive dialogue for multiple failures), but I was pretty burned out by the end of this, lol. I just tried to keep it short enough that it was still fun but wouldn't get *too* grating.
Thanks again, all!

@decadedecaf I'm glad you finished it and enjoyed the little narrative. 😁
Still, from a design point of view it's an interesting take and the dialogue was funny!
I personally would have probably scaled the UI with the screen size, which is quite easy to do in Unity. Playing on fullscreen would then benefit you more. Also, skipping the text on click might be nice since you now have to sit trough the dialog again (the dialog itself was quite funny, but difficult to read for me this this font and the size).
@mikushi Next time I do a jam I hope to have a little more experience with Audacity or GarageBand (or something else) under my belt for making basic music and sound effects. I have some royalty-free ones I can use but I don't know if that's in bounds with the compo; I'm guessing not. I definitely would have wanted sound somewhere in this to improve what I was doing.
Unity has been building a new UI system (since 2020 already), called [UI Toolkit](https://docs.unity3d.com/Manual/UIElements.html), currently still in pre-release which uses some kind of XML and CSS to define and create the UI. Though it is not really well documented at the moment, but it features an UI builder. I personally just started toying around with this system but it feels very sturdy and stable as compared to the current system.
Though this system is only really useful for UI heavy games. UI that, for example, follows gameobjects or interacts with the game world the Unity UI system is better (see [comparison of UI systems](https://docs.unity3d.com/Manual/UI-system-compare.html).
Sorry for the info dump :sweat_smile: if you have more questions let me know :smile:
Nice game :). I liked the narrative.
I found the clicking turrets at the start a bit annoying every time I died. Maybe you should have the option of using the same turret settings and without going through the clicking again.
It'd also be good to be able to speed up the narrator. More bullet hell!
Nice job getting this together in 48 hours.
@ayxs - thanks, that was helpful for me too. I've found Unity's UI system pretty non-intuitive. I'll check out UI Toolkit.