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I'm not a particular fan. The tutorial is quite slow but I do not find it an inconvenience after reflection on my part. His strength to assimilate too, at least. But I would have liked or wanted this to be faster when the radar makes a full turn. Maybe not during the 1st waves, they are quite long over time anyway. Either way, I didn't try to get through to the end. So hey, I don't have much advice to give. It's just me who doesn't appreciate it in my opinion. Even if it remains despite all a good mechanics of game. I have the impression and the feeling that something is missing which would give more impact. I don't really know what. Maybe make the interface with more information, make the screen vibrate, make it more "alive". Afterwards, I fully understand that the concept remains minimalist.

I think it would be much better to be able to differentiate distinctly the types of missiles to be launched according to the colors. And I think the sprites are not showing. From what I see here in the screenshots.

I wished to keep all the artwork programmatically generated as I am personally a programmer as a hobbyist and not an artist. This meant no fancy animation. To add to the challenge of the game, one has to discern the missile type from the altitude variation as it is in a real 1960s radar. Wanted to make it as real as possible.

Regarding, vibration and other stuff, though can be generated through program, requires a lot of time and I would have exceeded the jam time limit. Besides, minimalism is realistic in nature in a radar. Also, the code touched 3000 lines, so I put a stop to it.

Regarding, sprite display, it seems to be a olc game engine glitch, it is working fine on my computer.

I still thank you for trying my game. This is my first olc codejam so, a lot of scope for improvement I guess....