Invasion by mmKALLL

A simple game about protecting your planet.
Play online at:
https://mmkalll.itch.io/invasion
Controls:
Mouse - click to shoot and select things. The button can be held down to autofire.
Developer comments:
My goals during development:
1) Learn JavaScript.
2) Learn how to present moving visuals in it without melting the computer.
3) ???
4) A game?
Turns out this kind of became a game.
This was my first Ludum Dare, and it was a blast! Coincidentally, this was also my first JavaScript game, but I'm happy that things were pretty much ready on schedule for a compo release. I'll be working on this a bit more Post-LD for sure; there were many lessons to be learnt, and many planned features which were out of scope. For one, I had a story planned out and the upgrade system was going to be much better. The UI definitely needs work as well.
Changes made after compo submission:
Made source code available at: https://github.com/mmKALLL/invasion-game
Converted music into mp3 and cut off asset sources. This decreased download size by 80%.
Fixed a bug in the collision detection; shooting now feels tigher and much more accurate.
Fixed another bug in the collision detection; now shooting nearby enemies is a bit more forgiving.
Fixed yet another bug related to the collision detection; sadly shooting faraway enemies is now easier than shooting ones up close. But perhaps that is a feature.
Thanks for checking my game out!
—mmKALLL
| Original URL | https://ldjam.com/events/ludum-dare/38/invasion |
Ratings
| Overall | 441th | 2.895⭐ | 40🧑⚖️ |
| Fun | 422th | 2.737⭐ | 40🧑⚖️ |
| Innovation | 526th | 2.053⭐ | 40🧑⚖️ |
| Theme | 200th | 3.59⭐ | 41🧑⚖️ |
| Graphics | 415th | 2.769⭐ | 41🧑⚖️ |
| Audio | 198th | 3.132⭐ | 40🧑⚖️ |
| Mood | 335th | 2.917⭐ | 38🧑⚖️ |
| Given | 35🗳️ | 25🗨️ |
* Energy recharge bar to help decide when to fire
* Clearer hitbox; looks like the beam is wider near the edges of the screen?
* Planet HP bar
* Ability to move my guy around the planet. There is no reason to do this but I still want it.
Those were the last features to be cut from the game, unfortunately! They are on the top of my wish list as well. :)
Started off easy but ramped up the difficulty nicely. Simple but effective graphics that get the point across. Love the fact that this project was helpful to you to learn javascript and learn a few concepts as well! Those for me are the best kind of projects.
Constructive feedback - more useful info on the UI to inform me on charge level, health of the planet etc. However time is limited in these things and it's understandable that they didn't make it in due to time.
Well done, and thanks for sharing! :D
Collision detection does seem to be a bit finicky at times. But, otherwise is pretty neat.
Would also be cool to see how upgraded my weapon is on a hud of some sort.
All things considered, it works quite alright. The UI is a little bit ugly and feels like it's part of the background rather than an overlay on the screen, but otherwise the game feels just fine both graphically and soundwise.
I enjoyed the upgrade system, but I found myself just going for recharge rate all the time, because at first glance I couldn't find any indicator to the planets health, and all enemies died in one shot. I found that planet HP and Damage never enticed me as upgrades, because they didn't have the immedate feedback of "things are going better for you now" that the recharge rate did. That is, if I chose either of them, I couldn't really tell any difference.
Even so though, the game concept is based on a pretty addictive wave-based format, and it succeeds fairly well at living up to that. Dying only made me want to try again. So the gameplay worked, even though at times the hitboxes felt a little bit off as I could see my beam going through the enemies but not killing them.
Given your constraints, the bottom line is that I think you should be happy with what you accomplished. It's a good compo entry in my book.
Congrats on your first game!
Thank you! I used the music creation program Reason on a Mac lent to me by a semi-professional producer. This was my first time composing, but having his advice and a bit of a piano background definitely helped. However, in my opinion any music software could be used to create better sounding tunes (with some practice).
Others:
Many of the requested features are already supported by the engine and available in the form of debug messages. The next step of development I am planning to take with this project is to visualize those messages into something that doesn't require using the browser console to see. :)
Thank you all for the great comments!
The game could be improved with more upgrades and better graphics and it may turn out to be the next cookie clicker :p
I guess this may have been a mistake because my planet kept dying but I had fun letting the world end!
I noticed your collision issues a little bit but they weren't that bad, I never felt cheated because my direct hits never seemed to be affected.
nice game!
The only upgrade I used was recharge speed, the other ones seemed unnecessary, maybe more planet health in the later levels. But I never needed more than one shot to kill a baddie. Maybe I didn't get far enough.
:zap:
WASD/arrows didnt work and I though I could move the player around, because there is an actual player character on the surface.
I liked the progression though, at first it was just a tiny bit too slow, but it picked up after that. Quite solid small game. I saw the good old missile control idea behind this :)
I was planning to change the levelup graphic to be clearer on that, but didn't quite have the time. I could change it now in a heartbeat, but I don't think it could be called the compo submission anymore.
I like the music, too. I've never been willing to try and put music into my LD48 games, but you've got a solid little track in here that adds a lot to the ambience!
1. Nice concept. Simple to grasp.
2. The minimalist controls and design makes for a nice contender for a mobile game.
3. I simply love how the fire rate turned my plays into some kind of rythim game, since I had to time my aiming when holding the mouse button.
4. BTW, great interface choice with the option of holding the button. It would be VERY annoying to click for every shot.
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Negatives:
1. I agree a health bar is missed.
2. I have no idea if there is any use for the damage upgrade.
3. Some stats would be nice too (how much damage/fire rate/health is the upgrade giving me?).
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Congrats and welcome. ;)
That hard mode though. What level can you get to on it?
Overall it looks like you had a marvelously productive weekend.
@rygyudavis: I tried Hard Mode out for the first time in around two weeks, and here's how it went:
https://www.youtube.com/watch?v=MJQ-PZPIhAI
.
Looks like I'm able to quite consistently clear wave 9, but it gets really fast from the tenth onwards! Here's my second attempt, this time with the mouse cursor also captured. It shows the technique of waiting for enemies to line up pretty well:
https://www.youtube.com/watch?v=cWDMYJCNJFw