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A jam submission

Battle for Egg IslandView game page

Multiplayer duck tower defence game
Submitted by EngineerSmith (@EngineerSmith_), Yolwoocle (@yolwoocle_), Katoki, rhy (@rhyscapades) — 2 hours, 3 minutes before the deadline
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Battle for Egg Island's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#14.2504.250
Overall#63.6983.698
Audio#63.5423.542
Mood#83.6253.625
Gameplay#153.3753.375

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Managed to set up a server and play with a friend. Making a multiplayer game is a difficult feat, good job!

And visually the game looks cool.

Developer (2 edits)

Public server was kept up for a week for the jam, now you'd have to start your own server with the instructions in the zips

To start a basic local version:

Windows: In a command terminal, run `BattleForEggIsland.exe -server`
Linux + other: In a command terminal, run `love  BattleForEggIsland.love -server`

Finally:
You'd be able to access the server on your local machine at `localhost:20202`

The server does start on 0.0.0.0, so if you port forward on your router port 20202 then you can share it with the world. Otherwise you can pick which port it uses by adding `-port <port number>`

Submitted (1 edit) (+1)

I love coop games so it was cool to see one in a jam since people don't normally make them for various reasons. I also really like tower defense games and I thought it was a good application of the theme. Damaging in between waves so you have to maintain your defense is really fitting for a tower defense and the added aesthetic information of widening the gap the earthquake causes. The art is good too. I specifically like the water animation and the defense walls.

I do think there were improvements that could have been made that tower defenses can have problems with. One of the biggest problems I had with the game was lack of information. Tower defenses get their fun from strategy and you can't strategize if you don't know anything. This was mainly that I didn't know what the difference between the towers was. It was the same issue with the enemies. My best guess right now is that different towers are better at handling different enemies but there was no colour coordination between them or anything so I'm not sure. The no strategy issue combined with the fact that your money just keeps going up even in-between waves creates tower spam. Besides that there were a couple of minor issues like the towers covering too many squares behind them and the distance you had to cover with walls. I also think I ran into a bug. After a few round I decided to see what happens when you lose. I started readying up without placing more towers but the earthquake would damage my towers without spawning more enemies and after a few rounds of that I couldn't ready up at all.

Overall I liked the design of your game and I'm sure the issues I had were due to time constraints anyways.

Developer

Yup, you pretty much summarised it up. I didn't have win/lose states till the last ~6-5 hours of the jam. So there are massive issues with balancing; and I tried to focus on fixing known bugs to me (I wasn't able to get a playtest together due to the time constraints). Having money over time was originally for debugging, but I left it in the very end due to not having time to balance the amount you get per wave. Currently in the game the towers have the same damage over time, but the red ones attack the fastest; but I do understand needing more information (monsters just had various speeds, attack speed, and damage). There are quite a few bugs with readying up; but once you lose there isn't any SFX just some text telling you to disconnect and the server will restart itself (Usually after the 5th wave the bugs start building up + invisible monsters)  I wanted to add something like "hold alt" to drag place walls to make it easier to place them; but time

Submitted

Very nice. Graphics are pretty, music is cool. I was alone on the map when i tried but i think that could be nice with other players.

Good work !

Developer

Thanks for playing it! I tried to design it so it can be played solo as it is a jam game so there wouldn't be people online 24/7 you could play with; but it's definitely more fun with others to share the experience with. We managed to get 10-14 people on day 1 playing together. I wanted to create a game where you could mess around a little with friends, in a friendly-working together gameplay rather than competitive that's been rather popular in multiplayer trends lately 

Submitted

Looks good !!!!!! Sounds goood !!!!!!! I am blown away !!!!!! :) Very ambitious to do online multiplayer I would love to take a peak at the source :) On a usability note it would be cool if you could click and drag to create walls ;)

Developer(+1)

The source is open to all on my git https://github.com/EngineerSmith/love-jam-2022
I wouldn't call it clean code, but it got the job done for the jam with only 7 days to work with. I do agree with being able to drag out walls, I just didn't have much time to polish it up on those little UX features (I would of liked to have added a little semi-transparent grid so it would of been easier to place too due to the terrain height)

Submitted

Hey, when I try and run the .love file directly I get this error:

Error: [love "boot.lua"]:276: util/settings.lua:32: module 'string.buffer' not found:
	no field package.preload['string.buffer']
	no 'string/buffer' in LOVE game directories.
	no file 'string/buffer' in LOVE paths.
	no file './string/buffer.lua'
	no file '/usr/local/share/luajit-2.0.5/string/buffer.lua'
	no file '/usr/local/share/lua/5.1/string/buffer.lua'
	no file '/usr/local/share/lua/5.1/string/buffer/init.lua'
	no file './string/buffer.so'
	no file '/usr/local/lib/lua/5.1/string/buffer.so'
	no file '/usr/local/lib/lua/5.1/loadall.so'
	no file './string.so'
	no file '/usr/local/lib/lua/5.1/string.so'
	no file '/usr/local/lib/lua/5.1/loadall.so'
stack traceback:
	[love "boot.lua"]:345: in function <[love "boot.lua"]:341>
	[C]: in function 'error'
	[love "boot.lua"]:276: in function <[love "boot.lua"]:126>
	[C]: in function 'xpcall'
	[love "boot.lua"]:355: in function <[love "boot.lua"]:348>
	[C]: in function 'xpcall'

I’m running Love 11.4 on Ubuntu 20.04.

Developer(+1)

This is a common problem on ubuntu, the package manager doesn't include the correct version of luajit5.1. You can use the official app image of love which has the correct version packaged with it

Submitted

It’s running!

I dig the graphics and music, holy geez, it looks really good for a jam game.

But I can’t see the build wheel on right-click. It might be my weird-ass ball mouse and re-mapping setup or something, not sure. But I could walk around on the island and get attacked by baddies, so that’s pretty cool. And I think it connected to the server too.

Holy hell, a multiplayer jam game! Good job.

Developer (1 edit) (+1)

Weird, you're the second person to say they can't see the build wheel. It should appear when the 2nd mouse button is held down

love.mouse.isDown(2)
Submitted (1 edit)

Linux. ¯\(ツ)

Submitted(+1)

Well done. Like the isometric tile play and the audio goes really well. The voxel-ish waves are a very nice effect. Lots of polish and an impressive entry.

Developer(+1)

To let people know, there is a public server that'll be keeping up for 1 week. The default IP that's already in the clients should allow you to connect to it with your friends. Otherwise you can host your own server following the instructions in the zip. Quick way: `BattleForEggIsland.exe -server` or `love BatttleForEggIsland.love -server` on command line will start a server on port 20202

Submitted(+1)

Net code is hard. Very professionally done!

Submitted(+1)

Very duck. Congrats on making a successful multiplayer game too!

Submitted(+1)

This game is so cool! The art is so awesome and it is a really good tower defense game as a whole.