Thanks! Yeah, I added the sword and had it setup to work on a specific type of enemy but ran out of time before I was able to add it ;_;
I'm still working on the game to finish out what I was trying to do with it so in the future it'll work better. Thanks for playing and the feedback!
Michael Ramirez
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It took a little bit to get used to the controls but once I did it's not... too weird.. I'm using a trackpad with "tap to click", I wonder if you were too? Because.. that kinda makes sense why you'd avoid clicking.. not sure. Either way, I _do_ like FPSes where the mouse is locked to one axis actually since you can make it a bit more frantic and not have to worry about the player being really great at aiming. I also liked the level transitions where it's like the vibe changes dramatically. At some point I fell out of the map though :( Fun game otherwise, makes me hate fridges more than I already did
Agreed with most of the comments, played a few rounds and at first thought it was too easy and then got overwhelmed. I played this on linux and did run into a crash too and saw your comment asking what it was so I played a couple more times to see if I could reproduce it
thread 'main' panicked at /home/runner/.cargo/registry/src/index.crates.io-6f17d22bba15001f/bevy_hierarchy-0.12.1/src/hierarchy.rs:50:35:
Entity 271v4 does not exist
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Encountered a panic when applying buffers for system `recycler::trash::handle_trash_collision`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
Looks like a timing edge case where an entity no longer exists but it's used in a query or something?
I use a tiling window manager, so the game launched in a smaller, wide window and then when I fullscreened it looked like this which was a little confusing before I realized what happened, haha.
Despite the ability to "cheat" in this way, I still kept losing I'm really bad at ignoring the wrong color. Neat to look at and a fun challenged but I do wish the hitbox was a tiny bit bigger.
I liked being able to upgrade but also was confused at.. how much I can upgrade and how to place the guns so they fire? I'm not sure if I did it right, but I ended up with a big thing that still only fired one bullet at a time.
I saw your other comment about color and that's fair, but I think you could still use some different shades of gray/white/black to distinguish things. At some point I totally lost my ship in the blocks and it's also hard to tell which bullets are mine or the enemies'. Pretty neat though
I had trouble getting this working but I'm glad I eventually did. The aesthetic is awesome and that title screen synced to the music is awesome! I don't think I've seen a Bevy game do something like that yet.
I'm running linxu with an integrated graphics CPU.. I haven't messed with webgpu on chrome much yet so I'm unsure if I need to enable some settings or something, but it basically didn't work and I didn't see a linux build so I cloned your repo. I was running into an error trying to compile and it turned out that your crates have a lowercase cargo.toml file which... I think that may work in other OSes but maybe not Linux? Or maybe there's a setting.. idk, but after renaming those to "Cargo.toml" with a capital C I was able to compile and it was definitely worth it! Very cool
The last couple levels cracked me up. The game seemed like it was alternating between a game where the challenge is controlling multiple entities or the challenge is strategically splitting. I liked how the levels shifted between the two a bit but also thought "ah, if I could split here but this level started pre-split"
It'd be interesting to see how you'd handle levels where you start out split at a much higher number.. maybe zoomed out too, with a bigger map where you're managing multiple groups. Neat idea!
This was really unique, I like how you could see the ghosts through the planet even though that kinda doesn't make sense but from a gameplay perspective it works especially since the ghosts seem like they can go through the planet slightly? I agree with the others that it felt cramped, maybe needs a health system.. Honestly, pull a few more ideas from other survivors games and you have something really great here. I hope you continue working on it, this game has a really neat twist. Also the story of "teaching the ghosts peace by shooting them" is great
Nice genre mashup, it looks really polished. I dig it, I wish I could zoom in more on my screen though. I kept caring more about mining than defending and then losing haha. The music was also really relaxing. I think there's potential here, might be interesting with a day/night cycle... like the trees attack at night and then plant themselves during the day and can't be hurt... That might be coming from the side of me that is bad at tower defense games though 🤔
I did run into crashes trying to run this on my linux machine in fullscreen.. it was like... if it was fullscreened and I tried to move with wasd/arrow keys, it would crash
min > max, or either was NaN. min = 144.0, max = -144.0
Encountered a panic in system `entytd::camera::update`!
Encountered a panic in system `bevy_app::main_schedule::Main::run_main`!
Yeah, I had trouble knowing how to balance it well haha, glad you won though.
I wanted to add something like a popup in the corner or a sound but ran out of time. Also to have some indication when a player gets eliminated would be cool. If I continue working on it, I'll definitely add that in.
Thanks for playing!
Pretty neat, I forgot bloom works on web now. I had trouble getting some of the combinations to work, like the lightening bolt one.. and then I found mud bomb and was like "aww yeaaaaah"
I died at some point but I think it'd be cool if the waves came from different directions or if you had to use different combinations against different enemy types.. it seemed like everything worked against everything for me?
Neat game and the music was dope
thank you 🙏
yeah, I definitely feel like I'm just scratching the surface here. I had a bunch of ideas but tried to keep it simple for the jam.. the towers are setup to "deploy" on the side of the track you're closest to (more or less, my math was a little hazy there 👀) and they're setup to shoot at the spot your kart was at when you deployed them.. so it's like a tactic/challenge where you'd be trying to drive to where you want the tower to shoot.
Thank you for the great feedback! In retrospect, I definitely got used to racing the track; that's a lesson I need to learn for sure.