Play game
Threat Level's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #3768 | 2.808 | 2.808 |
Enjoyment | #4143 | 2.500 | 2.500 |
Overall | #4143 | 2.679 | 2.679 |
Creativity | #4317 | 2.731 | 2.731 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You have to carefully select your units to the scale of the threat, otherwise might cause too much collateral damage
Development Time
96 hours
(Optional) Please credit all assets you've used
Texture by Imphenzia
Leave a comment
Log in with itch.io to leave a comment.
Comments
Good game. The speedup buttons are really useful!
Thanks! Yeah, they felt needed for an auto-battler =)
enjoyable, but a bit lacking in actual stuff to do
True. Thanks for playing!
Nice game! Great 3D models and nice music too. Loved the 2x time forward button. Much needed in a game jam game. Would be nice to zoom out and see the entire world at a glance but the camera movement helps anyways.
I think to add more complexity to the game perhaps different enemy types could attack different areas? Like perhaps a house could be introduced and then we could put heavy unity nearby so that they can protect that house and not have to travel far while we disperse lighter units according to the threat.
I also feel that maybe some fixed entry points for attack could be introduced? Like perhaps our world could have multiple gates and rather than seeing the spawn location of the enemies we rather hear some "rumour" that X enemies will enter from gate A and Y enemies will enter from gate B. It would then be upto us to call this a bluff or not. And that would be more engaging in my opinion.
Yeah, it's indeed a bit "basic prototype" right now, maybe I'll take a look at implementing some of these mechanics. Thanks for playing and for the feedback!
I'm always a sucker for more strategy games, keep up the good work! I feel like you could use a bit more mechanical distinction between your units. Both attacking units don't feel that different so my decisions didn't feel like they mattered all that much. Love the concept.
Yep, wish I did more for the jam. Thanks for playing!
Hmm, I think this could be expanded further for sure. There wasn't much visual or feedback difference from the units to feel like the decisions made at the beginning really mattered much, so it felt more like a random guess of how many units you put around, and not sure where you put them had any influence on the game either. In otherwords, feedback being unclear = makes it feel like strategy to use is unclear. So most of the time, just sat there looking at the game play itself. I think it could be something pretty fun with more time. Either way, good job for making this in such a short time!
Thanks for playing and for the feedback!
Good work! I think this concept has a lot of potential.
I would like to see the enemies doing something specific, and maybe a rock, paper, scissors style mechanic with your unit types to make it more interesting. Elemental types would work too, anything to add some more strategy to the game, really. Currently I felt like it boiled down to just guessing until you got the proper balance of attackers vs repairers, and that is a bit bland.
Yeah, I ran out of time before adding more depth to the system. Maybe I'll try to expand it in a new game. Thank for playing!
I really like the concept of "collateral damage" and trying to pick enough forces to win, but not too many to cause excess. However, for players to do that well I think they need more information about what kind of forces they are going to face in the next wave and where those forces are coming from, etc.
I couldn't adequately defend my healers because enemies spawned from unexpected directions. I would also zoom the camera out. The units are so fast, it's really easy to miss most of the action as they dart off screen to fight the next enemy.
Really like the underlying mechanic and I'd love to see it fleshed out further. Game also ran super well, no major bugs I could find which is impressive for a short game jam! Good work!
Yeah, I had planned a more involved gameplay and a few quality of life adjustments (zoom, focus), just ran out of time.Thank you for playing!
I think you could work on this more if you wanted to make this project into a full game. There is potential in it, and it's a very good quality entry for a game jam.
Though if you do decide to work on it more, I'd really recommend focusing on a way for the players decisions to have more strategic impact. Right now it doesn't feel like I need to think too much about what's happening on the stage - I can place the fast bots and restore bots randomly and rerun the stage until I win.
So obviously right now there's two ways to make a strategy decision:
1) Which units you place
2) Where do you place them
1 has a significant impact to the outcome, and you can find the 'right' choice for a stage to a certain degree. 2 seems RNG, as enemy units don't have deterministic movement and I don't know in advance where they'll move.
Anyway, obviously it's a jam game and I don't take these as faults, it's still a high score. I think most of the times creators are aware of these issues anyway. Great job!
Thanks for playing and writing some feedback.
Mechanics are indeed a bit underdeveloped. I wanted the player to more strategic control, just couldn't implement it in time, so I mostly made a prototype.
Pretty cool mechanic! I was a bit confused at first but I had a blast!
Thanks for playing!
This game is amazing! The graphics are great, the gameplay is fun, and It is creative. Overall, this is a very nice game.
Thank you!
Very cool game with a nice simple style to it. Very impressive that it has 2 languages. Would like a better explanation/tutorial about what exactly causes collateral damage but apart from that pretty cool game.
Thank you! Yeah, I had some improvements planned , but time was short.
Languages are kinda of easy to implement in Godot, at least for text. I make an effort to add them when I can, feels like a small accessibility improvement.
Love how much there is here (really appreciate having two languages!!) For next steps, maybe having some clearer differentiation between units. I found it was most fun to just have a bunch of quick guys and watch them go!
Thank you! I like to have more languages when possible, feels like a initial accessibility feature.
Good call on the differentiation of the units. I planned to have more mechanics around them (5 types were planned), just ran out of time.
Fun and interesting game mechanic. This would be even better if you guys took more time to add more to the game.
Thank you! I had other things planned, but ran out of time (the 15 hours before the deadline was for a initial submission, we update twice up until the deadline). Other things were planned, but time ran short.
Nice idea! Would love to be able to zoom out to get a better overview
Thanks! It's one of the improvements I had in mind, but time ran out =)