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derweide

43
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1
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A member registered 52 days ago

Creator of

Recent community posts

Very good! Finished the game, then finished it again.

A lot of fun in simple mechanics!

Please fix the spontaneous jumping bug.

Very good! Finished the game, then finished it again.

A lot of fun in simple mechanics!

Please fix the spontaneous jumping bug.

Adorable sound!

You should randomize spawn positions of enemies, as there is a very simple tactic to win the game now: just stay in the center and shoot to the corners one by one.

I will consider passing through trees as a part of the setting =)

The very first really FUN game I found here (most other things are barely games). 
Played it till I won. A little bit disappointed that there is no victory cutscene I hoped for.

https://itch.io/jam/gamedevtv-jam-2024/rate/2750520

https://itch.io/jam/gamedevtv-jam-2024/rate/2750520

>What happens when you reach the pink thing on the right ?
You win the game.

>Please add some short instructions.
Understanding what to do makes games less FUN. Explore. Try. Fail. Fail again. Give up.  Give up harder. They are closer than you think.

>Music in relation to the enemies (number/type) on screen would be fun.
Enjoy the silence of space.

You ought to fix that dash.

I tested it with different sets of sounds but came to the conclusion that any sound interferes with the pure perception of music and spoils the experience.

Done. Automatic fire is now enabled during the RAGE ZONE.

Fixed. No more accidental clicks.

As missed shots are punished I didn't try to spam the mouse button =)

Thank you for bringing this issue to my attention, I'll fix it with some animation.

You lose RAGE points for every missed shot.
But this does not apply to the RAGE ZONE mode, so perhaps automatic fire can be activated there. I'll add this feature, thanks. 

That's the point! I want you to lose!

P.S. Frankly, I like the sounds of vampires' suffering. Also, this is a JoJo reference.

Congratulations!

You might not win the jam but you won my heart with this game.

I hope you will continue to work on it.

Well, OK, I actually spent too much time making and optimizing fog of war and had minutes left to make sounds, so I just recorded them with mic =)

This game is about RAGE and you must FEEL it. I want you to HATE vampires, and try to kill them in groups with as few noise as possible and without missing any shot. So the sounds perfectly match the design idea, as well as hardcore random: you may win in 3 minutes or spend hours without getting a single victory point.

I thought I made the most frustrating game of the jam!

Somehow it takes like 10 attempts just to survive 30 seconds.

It's a bit of a shame that the game doesn't continue after this.

Not as easy as you might think. Good game.

AWESOME!

The best game so far. 

Some of these ideas HAD TO BE MINE!

I didn't understand anything on the first try. What do I control? What's happening on the screen? On the one hand, a small tutorial would be nice, on the other hand, the mystery gives the game a certain charm.

On the third try I realized which square I was controlling.

Around the sixth - what needs to be done.

It took about two dozen attempts to get a feel for the timing. It would be faster with a countdown sound, but it might not be more fun. Have you experimented with this?

And no matter how much you study, sooner or later you will get distracted and make a mistake. The game requires really strong concentration, a sense of time, and a habit of speed.

This is BRILLIANT!

So simple and so hard!

At last, I found a game with a difficulty curve and progression!

Yeah. it becomes unplayably laggy after some time, still there are ideas worth stealing.

HELL YEAH!!!

Fixed the sound to make it more annoying; "a bit" is not enough!

Fixed the sound, it is even more annoying now.

Restart button does not work.

Requires some balancing as you can always win with a mob of infantry.

(1 edit)

I intended to make a full copy of the real town in the game, but after completing like 20% I understood that 3 hours would not be enough for that, so it is quite cropped actually, only some half-empty town outskirts.

On the first try, you think this is impossible.

By the fifth attempt, you understand the principle.

By the twelfth, you already "feel" the map and just try to press the buttons quickly enough.

This game could be an example of a really good learning curve, impressive design, I like that kind of thing.

I wish I could do that with mouse.

Doing my reading on pathfinding right now BTW.

  • Enemies shooting (now they just run towards the player).
  • Tanks are not working properly, had no time to fix them (they just run toward the player as well).
  • Pathfinding for enemies (now they keep running into an obstacle).
  • Taktics for enemies, like surrounding the player, or hiding from bullets, or at least running away when outnumbered (tried but failed to implement fast enough).
  • Pathfinding and different weapons for the squad (the "squad" now is just kind of "shadows" of the player number of which decreases with HP, visual effect and nothing more, while "controlling a squad" was the main idea for the game 😿).
  • Air strikes (they gave me plane sprite so I must use plane sprite).
  • Enemy air defenses (the player has to destroy them to be sure the air strike is successful in that area).
  • Enemy drones to doge or counter by setting up EW devices.
  • Capturing a point (flag) should take some time forcing the player to hold position.
  • Different moving speed on different terrains (tanks can ignore).
  • Mines to defuse. Ability to hide in high grass both for the player and enemies. 
  • Transport that moves both for the player and for enemies (now there are only friendly transports that simply stand there and restore HP).
  • Destroyable surroundings (yeah, tanks can destroy trees, but this is a bug unplanned feature actually).
  • Nice river banks and properly made roads.

I could implement most of this, but then there would simply be NO WHERE to play it all, so I started with level design (avoiding the mistake of the previous jam, where I did not have enough time to create playable levels). Sooner or later I will find a good balance =)

(1 edit)

I didn’t manage to make a significant part of the planned mechanics because of this, and the level itself had to be cut down significantly. In the end, I only had 14 minutes left for music and texts so they are what they are.

A diamond of this jam!

Look at it as a prototype and you'll see huge gameplay potential.

It is not green at last!

Thank you! 

The main idea of the LAZOOR was to show that the Death Robot is not actually very capable of killing humans. But it tries its best.

AWESOME