Interplanetary Defense Alliance by TaylorAnderson

[raw]
made by TaylorAnderson for LD30 (COMPO)
Interplanetary Defense Alliance is a game about swapping resources to destroy enemies. Survive to win.

I'm pretty proud of this game, it's a big step up from my last Ludum Dare where I made a totally generic platformer :P Hope you guys like it too!

Ratings

Coolness 58% 3
Overall 3.38 379
Audio 2.77 515
Fun 3.25 376
Graphics 3.00 615
Humor 2.36 536
Innovation 3.58 236
Mood 2.97 568
Theme 3.74 198

Feedback

Elforama
25. Aug 2014 · 03:04 UTC
Nice concept, I felt the built in tutorial was very well done.
disdanes
25. Aug 2014 · 03:12 UTC
Pretty fun little game! I liked the mechanics of moving the resources around. Good job!
varun
25. Aug 2014 · 04:03 UTC
Interesting concept - found it quite challenging to keep up with all the enemies. Suffice it to say I was not prepared when the triangles came.
NikSG
25. Aug 2014 · 04:51 UTC
fun game! at first I was clicking the shape on the planet instead of the enemy but I forgot to read some words in the tutorial
HeyChinaski
25. Aug 2014 · 13:23 UTC
Great idea! Really fun to play. My high score was 236 but I think I can beat that if I find my mouse as I'm on a trackpad.
Flyinpig5
25. Aug 2014 · 21:07 UTC
The tutorial was nice, the theme link was good and overall it was a fun game.
Josh H
25. Aug 2014 · 21:23 UTC
It took me a short while to figure out how to play, but after that it was pretty simple until I started running out of shapes! Very well done. I like this game.
🎤 TaylorAnderson
25. Aug 2014 · 21:30 UTC
I didn't test it enough (not a whole lot of time in the compo :P) so I didn't realize the enemy-ship ratio is totally offbalance, so yeah you do tend to run out of shapes a lot
idovingx
25. Aug 2014 · 22:52 UTC
The tutorial was very helpful and added a lot of polish. Overall a very solid and interesting game!
Norgg
26. Aug 2014 · 11:03 UTC
Nice! Got a score of 256, found it relatively easy, but still fun to keep everything balanced, but eventually just ran out of squares entirely and couldn't do anything about the three squares that came along.
SnoringFrog
27. Aug 2014 · 02:06 UTC
Pretty solid little game. More challenging for me than I thought it'd be lol. Nice work.
tbamberg
27. Aug 2014 · 20:04 UTC
Fun game, was pretty challenging. I ran out of triangles... wish there was a way to trade two resources for one or something.
hogtrick
27. Aug 2014 · 20:06 UTC
Awesome little game. Music would be nice. Playing with the laptop is a pain though hahah
nerd burglars
27. Aug 2014 · 20:08 UTC
Fairly challenging! Solid entry!
🎤 TaylorAnderson
27. Aug 2014 · 21:38 UTC
tbamberg--running out of resources was the big problem i didn't have time to solve before the time ran out :( the way i ended up solving it mostly (there's a post-jam version of the game on itch.io)was by just making ships appear about twice as often and carry resources depending on the deficiency of resources in the game.
rantt
31. Aug 2014 · 00:07 UTC
Cool concept. The resource management and combat worked well together. I found I kept wanting to click the shape on the planet rather than the enemy...lol Fun game, I enjoyed it.
dokidoki
31. Aug 2014 · 03:48 UTC
A nice take on resource management. Good job!
sandbaydev
02. Sep 2014 · 18:22 UTC
Concept was fine. The controls would have required some changes. Now it was time consuming to drag correct ammo to correct place. Gameplay was much about "ensure each planet has balanced stock of ammo".

Instead of providing specific type of ammo, I wonder if cargo ships could bring money, that could be used to fill ammo supplies on planets.

Additionally, instead of "killing a planet", each planet could have also production that would generate money -- enemy ships would steal that money away... and after that they would start destroying the planet.

I wonder if planets should auto-shoot enemies, if they have sufficient ammo.

Overall I liked this. Nice little game.
🎤 TaylorAnderson
02. Sep 2014 · 18:26 UTC
Controls I changed in the post-jam version, now you drag from a resource icon on one planet to another planet to transfer that resource. Cargo ships bringing money is something I never considered, that's probably a good idea. If planets could produce money, though, ships might not even be necessary...

As for planets autoshooting, I had that in at the beginning but it was kind of boring. I'm not sure I would want to put it back in unless I was sure the game could survive without it