Hijack Waves by JuanRod707

Hijack Waves is a real time strategy game where you take command of a small defense force being overrun by a much superior fleet. Using intelligence units such as spotter planes and radio-jamming boats to break communications between their forces and delay their strike long enough for the support fleet to arrive.
FEATURES: * Classic RTS control with heavy emphasis on hotkeys * 3 very different types of units to command * 4 levels (holy cow) * Strategy focus on disrupting enemy organization, not reducing them to ashes * Casualty counter for increased guilt * Nuclear launch detected
In this conflict, position and knowledge is stronger than the largest cannon!

HOW TO PLAY: There's a basic guide at the start of each level, but in a nutshell is like this, * The enemy communicates by sending signal pulses via relays * Each time a pulse reaches a sub, their threat level rises * The pulses lose strength over long distances * When a sub reaches max threat level, nuclear strike * Use jammers to intercept the pulses, rendering the subs stranded * Use spotter planes to detect underwater pulses and subs plus their current threat level * Use bombers to reduce subs threat level and disperse them * Hold them off until the fleet arrives (cinematic ending was out of scope) * The THREAT LEVEL meter will always tell you the highest threat level currently in the water
All code, art, "voice acting", sound design and game design was made by me, Juan (Great Oak Games - greatoak.gg), used ChatGPT for some organizational stuff and 2D art but edited all of it. Music was made by Tito Viera.
Tools Used: Unity, GIMP 3, Reaper, ChatGPT, Visual Studio, TASCAM DR-40X
| Git Repo | https://gitlab.com/game-jams7/ld59-naval-jammer |
| itch.io | https://juanrod707.itch.io/hijack-waves |
| Original URL | https://ldjam.com/events/ludum-dare/59/hijack-waves |
Ratings
| Overall | 302th | 3.75⭐ | 48🧑⚖️ |
| Fun | 517th | 3.261⭐ | 48🧑⚖️ |
| Innovation | 357th | 3.489⭐ | 48🧑⚖️ |
| Theme | 232th | 4.065⭐ | 48🧑⚖️ |
| Graphics | 140th | 4.3⭐ | 47🧑⚖️ |
| Audio | 179th | 3.859⭐ | 48🧑⚖️ |
| Mood | 327th | 3.789⭐ | 47🧑⚖️ |
| Given | 48🗳️ | 75🗨️ |
It slightly lacks dynamics, but overall it plays well
Fix please so that when clicking on the unit icon the unit that is currently under control does not perceive it as a command
Also, the top part of the hud was not on the tv screen on my 16:10 resolution.
@xotraz thanks! Killing subs would make the game too easy, and yeah, ultra wide and other ARs that are not 16:9 were way out of scope, but I'll patch it for sure :)
It was a bit annoying that I couldn't do anything about a rocket that had already been launched, which made me feel frustrated (or maybe I just didn't understand something).
But the idea and execution are really good.
I think some easy and quick tutorial levels would have been better than just text boxes.
I really like the graphic style. Everything fits together and the colours look good. The UI is very clear and the controls are very responsive. The music adds a lot to the already good atmosphere. :)
I had to tap out on Mission 4 due to the difficulty, but I got around 2.5k points on Mission 3, which I was very proud of. Nice entry!
Could use more feedback to demonstrate player the effect of their action. Such as, make signal continuous and make subs panic when they loss it and signal "Hey, HQ, we do not read!".
Would be also cool if you would have to intercept signal with some intelligence.
@baturinsky @igorekkedziorek @vikingx84
The goal is to prevent the threat from escalating, hold until the timer reaches zero
- Use the spotter planes to know where the subs are.
- Use the boats to jam the signals from the relays before they reach the subs.
- Use bombers to reduce the threat.
Sometimes you need to park your boats on top of the subs because their threat level is almost full, sometimes you have find the best position for a jammer to block most angles of communication between relay and subs.
It's a game about positioning your units between enemy lines
I think the ethical discussion applies to useage of AI tools in high-budget projects, but when it comes to smaller indie or even prototype-size stuff, the use of these tools help bring the polish level to a higher level. That being said, I would have opted-out of the graphics category if more than 15% of the assets were generated with AI, which is not the case, I used AI to generate 3 assets in total and edited the results, the rest of the assets, including the voice lines were all created by me in the 72-hour period.
I really enjoyed the game's loop of scouting the enemies to perform the most optimal strategic strikes. I also can't get over how polished this whole game is! Great work!