Space Aliens Are Coming by RealityCheck

Shoot down invading aliens before they abduct your workers. You need them to launch the missile that will destroy the alien mothership.
Controls: * A/D or Arrow Keys to move around the planet * Aim with mouse - Click to shoot * ESC to return to main menu * Spacebar to launch missile
Link: https://realitycheckgames.itch.io/space-aliens-are-coming
Source Code: http://www.mediafire.com/file/0tay0yi9ppbutv6/LD38_2.zip
Hopefully I can get a web version up shortly.
BUGFIX: * Fixed a bug where the player or your alien workers would fall through the world. When it happened to the player, you would be stuck in game, and if your last survivor fell through, it would also leave you with an endless loop where the game could not be completed... figured that qualifies as game breaking, and so I fixed it!
READ MY POST MORTEM HERE!
https://ldjam.com/events/ludum-dare/38/working-title-ld38/space-aliens-are-coming-post-mortem
Gameplay Pics:


Ratings
| Overall | 336th | 3.154⭐ | 41🧑⚖️ |
| Fun | 235th | 3.231⭐ | 41🧑⚖️ |
| Innovation | 437th | 2.605⭐ | 40🧑⚖️ |
| Theme | 108th | 3.821⭐ | 41🧑⚖️ |
| Graphics | 484th | 2.462⭐ | 41🧑⚖️ |
| Audio | 290th | 2.811⭐ | 39🧑⚖️ |
| Humor | 122th | 3.189⭐ | 39🧑⚖️ |
| Mood | 316th | 2.974⭐ | 40🧑⚖️ |
| Given | 42🗳️ | 60🗨️ |
I found some things though:

As you can see one of the people has kind of bugged out after he left a building. I also noticed that you (probably) used MoveTowards() for the bullets. This led to the bullet stopping in mid air once it reached the mouse position. You really have to keep your cursor far out if you want to shoot the UFOs.
I think you did a great job, congrats :-)
edit: it runs great on mac btw
(also, yep: confirm runs well on mac - but if you could do a web build I think more people will play it)
Also it's kinda unfair if you are on the other side of the planet when an alien ship arrives; you don't even have time to walk around the planet before it abducts someone.
It was sort of hard to understand what exactly was happening to progress the rocket timer and how I was influencing it. Also, as someone mentioned above, having the rockets move past the cursor position would have been nice.
I cracked up the first time I saw one of the houses start bouncing around to make a baby. Fun game!
Glad you liked it. And, yeah, I hate when those pesky aliens take the little ones. But, they'll get what they deserve in the end.
@saurabh
Thanks for praising the art. Art is my curse... something I can't do, but thought it came out alright in this one. Wish I'd had time to replace the placeholder graphics for the aliens and the player - but such is Ludum Dare. The baby-making is one of my favorite parts of the game too :smile:
@smbe19
I did have more things planned for the player to do, but ultimately I ran out of time. Working on a post compo version where you'll have to manage health and ammo as well - also more stuff for your worker aliens to do... and more enemy types. As for it being unfair... I don't feel like it is. You're gonna lose some of your people - that's by design. Try to keep close to where most of them are, and work your way around for the best angles no matter where the alien ships descend upon you.
@pschichtel
Linux version is now available on the Itch.io page (sorry for not including it originally). As for a web build... can't get Unity to build one. It's bugged out on the Unity end of things, and I am yet to find a solution. I just get an empty folder.
@davidthelazar
Glad you enjoyed playing. As for more visual queues as to what is happening, and what needs to be done - yes, that is something I wanted to make, but ran out of time. I was going to have animations for when the aliens are chopping down wood, and also for when they fuel the missile. Ended up just having to settle for a little counter that shows how long until missile is ready.
* I think the rockets should continue propelling until offscreen, rather than stopping at where you clicked.
* The rotation controls would get confusing when you're on the other side of the planet. Not sure what the fix is though. Maybe flip the left/right meaning based on what side of the planet you're on? That and add up/down.
Fun stuff. I like that they made babies and visited the hospital, that's a great touch. :)
@scriptorum Yeah, I was going for a homing missile type shooting, but I may change it to continue on past the screen. However, there are alien ships off screen waiting to descend upon you, and I wouldn't want them getting hit before they even enter the playing area. As for the confusion when rotating below the planet... yeah, that confused me too at first - but I kind of got used to it. Like you, I wouldn't know what would make it work. Can't really flip the left right, since if you continuously move in one direction... you wouldn't want to suddenly go the opposite way.
And, yeah - worker aliens will be doing more stuff than making babies and getting heals in the post-compo version.
The art is a bit stiff, but the gameplay works quite good. Always had a good time shoot some of those evil UFOs!!
Art was minimalistic which did not really incite any feeling.
The controls were good and the overall objective was fun.
In all seriousness, though, great game. I like the control, and the sound effects are perfect. Nice work!
Game was a lot of fun. Sure is hard to protect them when there's a bunch of them, but protecting a couple is a piece of cake.
Took me a bit to get used to the single-bullet respawn happening. I'd sit there leaning on the clicker, wondering why my bullets aren't reaching the invaders. ;)
Congratulations on completing such an entertaining game by yourself in only 48 hours!
@abhimonk Thank you for playing. Yeah, the bullets will need some reworking for my post-compo version. Glad you liked the cohesion of the game - I thought it came together better than I expected while rushing through the final hours.
@playvue Thanks.
@clegamecoop Yup. Thanks to feedback here it has become apparent that I need to change the way bullets work. And, the leaning player/aliens bug is something I've already addressed in my current post-compo build (not available to the public yet).
@supermsp10 Yeah, I never got around to the balancing part. It needs a little more action in the beginning, and gradually spawning in more alien ships. Will be balanced better in a post-compo version.
@simonhutchinson Driving you insane? Imagine how much of it I've listened to... hehe. Post-compo version will allow muting the music and lowering the volume. Glad you enjoyed the game, though.
@scriptorum That's actually a decent idea. I may have to play around with that.
@micahcowan Thank You. I was hoping to create a game where you could get into trouble, and then it would get easier again, providing you do a good job defending the little worker aliens. More variables for variety with that will exist in the post-compo version... and the kids will not grow up quite so fast.
@holgk Thanks. Yeah, the love making was something I enjoyed putting in there.
@somethinboutgames Glad you liked it. Yes, ammo will be added (and your worker aliens need to produce it for you). Friendly fire is actually already in the version you're playing (hence the "aow" when they get hit by a bullet). I just never got around to actually making them die before running out of time. Current version for Post-Compo already has worker aliens dying and also getting stunned for a while after taking an injury, fall damage taken based on distance they fall, and time spent at hospital based on how badly hurt they are. I think the 1.0 version will feel a lot more coherent and interactive.
Right now the main issue is the bullets traveling only to the cursor, threw me off for a bit. But other than that it was a fine time. Good luck!
You've made a good work. I had time to learn the mechanics, and the game was going progressively more hard. Good design!
Good job!
@kantieno Thanks. Yeah, the breeding mechanic was something I felt was necessary for the game, since I had every intention of the player losing some of their worker aliens while playing. I am hoping to do more with that mechanic in the post-compo version - along with friendly fire and limited ammo... Too bad you were shooting your own guys :smile:
@gato Thanks. Happy to hear people seem to like the breeding mechanic. I certainly enjoyed putting it in there.
@diegoctorguet Glad to hear your reaction to aliens trying to snatch your baby. I wanted those types of feelings in this game. I personally enjoy base building type games, and love to watch my little people go about their business... so that's something I was going for here.
@rother-games I was considering making the planet smaller, but I also felt that the game was too easy as it was, and so I came to like the shorter distance. I am adding a few buildings for the post-compo version, so I might have to make the planet smaller then... we'll see.
@unidaystudio Yep, those bullets will be changed. Thanks to feedback here, it's obvious that would be an improvement. Glad you enjoyed the game!
I like all the little things the people were doing as the game progressed, and the sounds they made were funny. Took me a little while to figure out that the missiles I shoot stopped at my curser location, but once I did everything suddenly got a lot easier.
It's a little bit repetitive, but I don't really see how it could avoid being so given the concept. Maybe some kind of secondary mechanics or resource management would do the trick. It could even be an interesting moral choice if you added some scenario in which choosing to sacrifice some population would help you win the game easier. All for the greater good, you know?
I did have a pretty odd bug, where the trees and the final missile become unhinged from the planet and started floating in space. Because of that, I couldn't reach the missile when I had 100/100 progress, so it wouldn't launch. Luckily I fixed that by voluntarily being tractor beamed by an alien into the missile, so I was able to fire it anyway.
I liked it, good compo entry!
I read you post mortem as well as I was interested in what else you had in mind for this game. I think it doesn't matter that your original idea didn't turn out as it should, what's important is that you found the will to go with another one after spending quite some time on the first one already. I would love to see how the post LD version would look like with improved graphics and additional mechanics.
Overall it's a nice little game and you deserve big :thumbsup: for it. Keep up the good work!
@mars Thanks. I did put some time (maybe a bit too much) into making the worker aliens do their thing. Enjoyed it a lot myself. And, yes, the game is a bit repetitive, and post-compo will add a couple new things for the player to do, and keep track of. Even the worker aliens will have some more things to do. As for the bug - yup, one of those annoying things that I didn't have time to fix. I believe the current version I have after some bug fixes should have eliminated that... however... usually it's the aliens that go flying - never seen the forest take off like that. Interesting. Smart tactics to allow yourself to win the game, though.
@cvetk0 Thanks for playing. As mentioned - the worker aliens will definitely have more things to do in a post-compo version (been slow progress though, as I've not been putting in the work hours). Do keep your eyes peeled for version 1.0 when it drops. Would be fun to hear what people think after having played the compo version.
https://www.youtube.com/watch?v=YYiOXlTKNb0
@jupiter-hadley As always - thank you for doing all those videos. By far you are the hardest working Ludum Dare YouTuber out there. Thank you for playing my game! (A little sad you didn't get to the baby making part, though) :wink:
@mikethewayne Thanks for playing. Yeah, I wanted some more things in there, but was short on time. It is a bit repetitive, indeed. Glad you still enjoyed it, though.
@ianmorrison Thanks. The AI of the worker aliens became much of my focus on this game, as I wanted to try my hand at some of that functionality. Happy to hear that you found it added something to the typical spherical defense game that a lot of games this Ludum Dare provided. It was something I did in hopes to have something a bit unique in the end.
Overall I think its pretty solid. Literal small planet that you defend from aliens. It seems like something you could expand into a short game where you wander the galaxy as a mercenary for hire. Helping planets set up their defenses and protecting them while they do. That would give you the ability to let people explore different worlds and cultures, along with possibly unlocks and new weapons if you wanted. I dunno. But I Feel like there is room to expand in any number of directions if you wanted.
https://www.youtube.com/watch?v=DWSToLZwTAE
The main issue with the bullets stopping at the cursor will be no more when I release the Post Compo version of the game. It was very clear that it was a poor decision on my behalf when I made the game during LD. Would be a lot of fun to see you play the Post Compo version, which I hope to release within a couple of weeks from now. Game will not be expanded a whole lot, but will offer some new features, improved graphics and increased difficulty.
Thanks again.
@EVERYONE!
Thank You all for the feedback, and for taking the time to play my game. This Ludum Dare has been a great experience for me. Only wish I'd had more time to rate and play games. Did get quite a few in there, but there are a lot of games that I wish I'd played.