Village Defender by UkuleleFury

🏹 Lead the village the defend against relentless waves of monsters!
⚠️ TIPS!
- 🏹 Try to assemble some villagers, and attack the enemy spawn points before you're overrun!
- 🚩 You can rally villagers to your hero's location by clicking on the hero and dragging to the rally button.
- ⚖️ Nothing is well-balanced, it gets super laggy, and I'm sorry! (😴 But my sorrow is tempered somewhat by my severe sleep deprivation...)
🎮 Controls
🖱️+⌨️
- WASD/arrows to move
- Space to jump
- Click on units to select and command them
💿 Software used
- Godot: Game engine.
- Aseprite: Pixel-art image editor.
- Bfxr: Sound effects editor.
- FamiStudio: Chiptune music tracker.
- Surfacer: Framework for procedural path-finding across 2D platforms.
- Scaffolder: Framework for general app and UI infrastructure.
- SurfaceTiler: Framework for "next-level" autotiling.
🐞 Post-submission bug fix
I fixed a couple critical bugs after submitting. 1. The exported game would consistently crash when AI walked into walls. - The bug: I'm not sure of the cause yet! - The fix: I identified a boolean that was the wrong value in these cases, and flipped it. Now the AI will apparently sometimes get stuck, but at least it doesn't crash! 2. The level simply wouldn't load in the Windows export. This was caused by a typo in a filename. For some reason, Godot didn't choke on the invalid filename when running through the editor or in the HTML export.
📺 I livestreamed the development on Twitch!
- https://www.twitch.tv/ukulelefury

https://www.youtube.com/watch?v=Ix7IdaGE3AA
Ratings
| Overall | 358th | 3.173⭐ | 28🧑⚖️ |
| Fun | 416th | 2.769⭐ | 28🧑⚖️ |
| Innovation | 309th | 3.135⭐ | 28🧑⚖️ |
| Theme | 416th | 3.074⭐ | 29🧑⚖️ |
| Graphics | 184th | 3.611⭐ | 29🧑⚖️ |
| Audio | 78th | 3.712⭐ | 28🧑⚖️ |
| Humor | 253th | 2.522⭐ | 25🧑⚖️ |
| Mood | 306th | 3.019⭐ | 28🧑⚖️ |
| Given | 29🗳️ | 42🗨️ |
Game doesn't load at the beginning, but I left tab open for a while and it started. But it also is really wanky in web, going really slow after some time.
Unfortunately this became pretty much unplayable for me due to performance issues and stuttering.
I unfortunately cannot play, as I encountered the same issue as blk_dog, stuck on 0% for quite some time, so I'll rate what I can see and hear :D
PS: the details put in the settings are INCREDIBLE
I had a scare at first, the game loaded but I couldn't see anything but the base - turns out I just unselected everything from the rendering section of the settings ahah.
I could not get rid of the both enemy bases, but I am satisfied with my runs! Adding ratings now.
A little bit slow when multiple Enemies are on screen. Should not happen with that some sprites. Maybe try to find whatever is happening there.
Keep on doing ! :)
Unfortunately I was not able to really figure out how to effectively use the workers. I tried using the rally option several times, but it seemed like if I called all the workers to the base then my village would be destroyed as there was nobody defending it. I couldn't figure out a way to just select one worker or small group of workers and tell them to attack the enemy base.
Well, so now, I tried starting a new game and immediately rallying all workers to the left base. That seemed to work that time. And then I rallied them to the right side later. Apparently my base wasn't destroyed that time, for whatever reason. I'm not sure what exactly the best strategy is with the workers. :sweat_smile: This time I guess my winning time was actually faster, so I guess rallying them as fast as possible is the way to go, maybe.
I think maybe something that would help is just being able to zoom out enough to see your village and the enemy base? That way you could at least know if you were leaving it undefended or not.
I guess maybe workers can be commanded by clicking them? It seems like clicking on them does something, but I can't figure out how to tell them what to do after clicking on them. But that also explains why I couldn't even try to attack the enemy base with individual workers... they were all off screen so I couldn't select them in the first place! :smile:
I also encountered a lot of lag when more enemies started to spawn in. It's unfortunate, as I feel like the lag is probably the main obstacle to me really being able to engage with the rest of the mechanics.
I did glance at the source code, and I have to say -- I think the navigation stuff you're doing looks pretty cool! :smile: It did actually kind of surprise me how sophisticated the workers' path planning was. It's pretty fun to see them all jumping over different platforms to get to the enemy base, and I think the map you made does a good job of showing that off. (Similarly, a lot of the UI stuff is pretty slick, both the action icons for the enemies, village, etc, and the settings menu... although I do think the settings menu should not require restarting the level to access).
Like others, I did enjoy the music and the graphics. I think this game does feel pretty polished when it is running normally.
So, overall, I think this game has a lot of nice visual and audio work, and has some pretty cool mechanics (pathfinding, and a combat system with a variety of viable combat strategies!), but is in its current state hindered by lag.
It did seem like you needed some more polish passes to really achieve your vision though.. the game got quite choppy on me, performance-wise (tried web and download), and strategically I couldn't really find a better strategy than rallying my first 4-5 guys to high ground on the left, and then never issuing another command, which got my village to live forever. It seemed like a trap: if I ever used rally again I would pull all my fighters to one side when attacks are coming from two.
But I still enjoyed playing around with it a few times to explore a bit. Nice touch that falling off the bottom wasn't game over, btw.
Nice entry with many impressive elements, even if the core gameplay was a little rough around the edges.