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Oliver Stogden

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A member registered Apr 22, 2014 · View creator page →

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Websites like filmmusic.io or soundimage.org have a decent selection of music you can choose from that are often used in jam games. It can look a little iffy if you're using the same music as someone else, but there's several hundred songs, so you can probably find something fairly unique and that fits your games.

Both websites run under Creative Commons Attribution, so you're free to use the music commercially or non-commercially, as long as you credit the creator how they request.

Short, but well made, good visual and audio design here.

Would play it again if more levels were added.

I'm uncomfortable

I shall not be attempting a 32 Level Size dungeon. :P

But I like the random generation you have going on. Does it make sure each level is completable? Seemed to be fairly competent at generating good levels.

238 moves, I feel like I did bad!

Pretty neat game though, I like the simplicity of it. Wasn't sure that was the deal with Level 3 though, I just tried ladders till they worked.

Really good, my mind boggled a bit on level 3, but was a good time, definitely something you could expand and pursue as a bigger project later.

Generally you'd just want it so the better (more expensive) units end up being more cost-effective.

Basically all building stronger units does is mean you have to do less clicking, but ultimately you'll do worse overall.

The best unit costs 275 gold, the worst costs 8.

So we do 275 divided by 8, which is roughly 34. Meaning we can build 34 of the worst unit, or 1 of the best unit.

34 of the worst unit will have 340 HP and 340 Attack.

1 of the best unit will have 250HP and 250 Attack.

Obviously in this case, it's better to just spam those 34 units, and never touch the most expensive unit, as it's a waste of money.

It's a fine act of balancing to get a challenging and fair game, I think you have that, but it just gets skewed a little with the 2nd and 3rd units. The Player-Enemy power is fairly well made.

I wasn't sure if there was a delay sending troops or if it just didn't recognize my clicks.

The game concept is good, I'm a fan of these types of games, and the AI was pretty challenging. It took me 3 tries to beat the first level. Reminds me of the old flash games you'd get on Kongregate a little.

Like others have said, background music is always welcome.

Love the music and the artwork. The game was a little slow to get going, could have done with a triple speed button, not just double.

Also the pricing of units was a little odd, spamming the weakest unit is the most cost effective thing to do. As you get more HP/Attack per gold on the 8 coin unit than the other two.

1st Unit has 10 attack/HP for example and costs 8 gold.

2nd Unit has 50 attack/HP and costs 50 gold.

But 8*5 is 40, so if you buy 5 of the first unit for 40 gold, you're getting that 50 attack/HP anyway.

The difference becomes even larger on the last unit.

A couple of balancing tweaks and this is a solid framework for a game.

Really difficult (too much for me), but it's a good concept and I'm sure skilled players would like competing for high scores.

The game has to work on OUYA to qualify, so it's best if you have your own console so you can test it easily, as Toasterkidd said. You can probably find someone else to test it, but you might be waiting hours just to hear back that the game isn't working, which is a lot of time lost.

OUYA can be a bit of a fickle beast, so it's a good idea to own one to make sure your game runs on it.

How can you get started without one?

1. OUYA is an Android device, it runs Android Jellybean (4.1) which is API level 16, it is 32-bit. You should make sure that any game development IDE you use supports that. I believe Unity 2019.2 and older might support this, but you should double-check. Game Maker Studio 1.4 has decent OUYA support, and Game Maker Studio 2.2.5 can still export to OUYA, however Game Maker Studio 2.3 and above appears to make this impossible. At least I can't get it to work. App Game Kit Classic also appears to work I've heard. And I believe older versions of Godot too.

2. The OUYA is a low-end device by todays standards, so make sure you don't use anything too intensive in your game, such as dynamic lighting or full-screen shader effects, lots of transparency etc. These can cause performance issues, so you're best keeping them to a minimum. Perhaps consider designing your game around a 1280x720 resolution too.

3. Look into how your choice of IDE handles the OUYA Controller, some of them don't offer great support for it, but you can probably get started adding support for it without owning an OUYA, and it might save you some time when you eventually get one.

I believe also that Unity 5 is the version with the best OUYA support. I don't believe Unity 2019 works so well with it, if at all.

It should be, yes.

Strange, works fine for me with OUYA, 360, and PS4 controllers

We were thinking more often than annually, but we will see how it goes. :) (Hence the WINTER in the title)

It depends which Alienware Alpha you are aiming for, the lower end model does not meet the minimum requirements, the higher end ones should run the game fine.

Haha yeah, the jam starts at just after midnight here and ends at 6am, so will be tight on time here, will miss the first few and last few hours. Looking forward to it!