From the Breach by erebus
A experimental reactor has gone haywire. Simultaneously disabling all of the stations defense systems and beckoning beasts to it like a sirens song. Can you re-establish a defense network from behind the wheel of your research vehicle? Humanity lies in the balance.
Screenshots:





| macOS | https://erebuswolf.itch.io/from-the-breach |
| Windows | https://erebuswolf.itch.io/from-the-breach |
| Original URL | https://ldjam.com/events/ludum-dare/41/from-the-breach |
Ratings
| Overall | 580th | 3.456⭐ | 47🧑⚖️ |
| Fun | 542th | 3.344⭐ | 47🧑⚖️ |
| Innovation | 272th | 3.705⭐ | 46🧑⚖️ |
| Theme | 313th | 3.922⭐ | 47🧑⚖️ |
| Graphics | 760th | 3.189⭐ | 47🧑⚖️ |
| Audio | 454th | 3.211⭐ | 47🧑⚖️ |
| Humor | 452th | 3.11⭐ | 43🧑⚖️ |
| Mood | 694th | 3.148⭐ | 46🧑⚖️ |
| Given | 52🗳️ | 55🗨️ |
It was pretty short, but that's a good thing that it wasn't dragged out. It felt like a little dose of enjoyable action between driving among huge creeps, fly jumping on broken routes and figuring out what turrets to activate. Nice voice over, good graphics. I enjoyed it.
Good job!
The beginning was the best part. The sound and graphics/animation really drew me into the game. Though, at times I felt overwhelmed with getting to the towers and powering them up before the enemies got past them. Also I wish there were quick "exits" from the ramps. Is there a way to attack with your car?
The car controls felt good and the genre combination was well done.
The voice acting was absolutely superb.
Positives:
- The car physics were the best car physics I have seen so far.
- I like the enemies a lot. Their animations are impressive, and the screenshake/booms of their footsteps are a nice touch.
- The intro effects are really damn cool.
- The voice lines are really high quality and pretty decent. :)
Negatives:
- My main complaint is that the enemies move too fast. If they pass you, there is almost nothing you can do. You just have to hope that the turrets you set previously are enough.
- Having to stop to activate/upgrade a turret breaks the flow of the game. It would be cool if there was a mechanic where you could drive through a turret to upgrade it without stopping.
- The music wasn't too bad, but it did get repetitive.
- The rails on all the platforms felt limiting. There were times where I wanted to drive off or turn around, and the inhibited me. It felt un-needed.
Over all, I really liked this game! You guys did a great job!
So few notes which I have (that could improve game in my opinion):
- Enemies are too fast, once they get past you, you can't do anything
- The controls are somewhat weird - when driving around the edge of the map, car is hard to control
- Setting up or upgrading turrets, I think it breaks game pace. Forces you to stop at specific position, etc.
Overall I'm quite impressed what you've done! Keep up the good work!
Good job, and good luck!
Great fuse of two great genres.
It was super fun driving around in roller-coaster-like tracks. I used to be a Trackmania junkie, and this brought some pleasant flashbacks :smile:.
Several things I would love to see being done differently:
I would prefer if the minimap had lower zoom, but showed the whole map at once.
I would very much prefer for the monsters to have HP bars, especially the boss.
Some way of telling which levels a tower is at by looking at it, or have levels shown on the minimap, so that I can plan ahead which upgrades I buy for which towers, without having to stop at a tower. It was very satisfying to upgrade a tower twice and activate it, without even slowing down.
Also, the game has very low replay value, which I don't like too much.
Thanks for adding hotkeys, they were really convenient.
Voice acting was great and fun, and did a great job at both setting the atmosphere and telling player what to do.
Here are my impressions of the game. Right from the start I went on the right track just to find a dead end. So I naturally tried to turn myself 180 degrees to go back, but the track was too narrow. I bumped the borders again and again going back and forth, watching all the enemies just passing past me. I decided to take a fresh start and rebooted the game.
This time I got to the towers and was greeted by a choice between three types of weapons, from which I understood only the purpose of the Anti-air turret. Other two options were Power and Slow. And there I stood thinking, which type the first enemies belong to? Are they slow enemies? Or are they powerful enemies? They seemed both to me, so I decided to place some Power and some Slow turrets. And then I got crushed by the corpse while trying to drive to the other side. This put me under the ground mesh and I fell into the abyss. So I restarted again.
This time all went well except the lack of enemies after the flying wave and somewhere in the middle of playthrough I discovered that your car actually has tank controls while standing still. So turning back from dead ends and overall maneuvering became easier. Speaking of the car, it has pretty nice feeling to it, but I wish that the controls were a little bit more arcady. I'd prefer if my car sticked to the ground a bit more and turned around about twice as fast. And then it could be even faster on the acceleration for a more action feel to the game.
The visuals are pretty basic, but lights, glow and bumpmaps give the game a nice and quite interesting look. In the beginning music and especially voice acting really put you in this ready-for-the-epic-action mood. But later the soundtrack gets a little repetitive. The idea of the game is really interesting and innovative. I can imagine playing and enjoing quite a lot a fully featured racing game with tower defence aspects.
There are some bugs with collisions.
Driving the car is hard with a gamepad. And driving backward is even more difficult.
I didn't understood what i had to do.
With a better a control of the car and clearer objectives it couold be fun.
Keep working on games to make even better ;)
[My game](https://ldjam.com/events/ludum-dare/41/engine-in-shadow)
The only things I think could be improved are the fact that you can drive/bug over walls (don't know if that's intentional though), which can sometimes be frustrating, and the turn radius of your car. I feel like either the turn radius is too big or the streets/ramps are too narrow, given that you have to drive from place to place really fast.
But other than that I think you made a fantastic game!
The minimap already helps giving you an overview, but I still had the feeling of not knowing what is going on currently. I would propose a static minimap isntead (where you always see the full map, maybe with a big pointer to your position) instead, maybe in combination with a "press space to zoom out" - functionality (or "press alt to look behind")
A health bar per enemy could also help in indicating how effective your current turret setup is
All in all a really good entry :)
Anyway, well done ! That's a very good use of the theme.
graphics are quite basic, the car wasn't very easy to control and the map was very big. I feel like you could make something interesting with more responsive controls and a quicker access to the turret controls.
Sadly I got stuck twice (once on the edge of the road and once got pushed under the map by accidentally driving under an enemy which pushed me through the ground. Would've been nice to respawn :)
I did enjoy the Voice acting, not so much the music but that's a personal opinion :)
Good effort!
Congratulations on the entry, team!

:( I know I'm not the first one to mention it. Also, the sound effects where rather loud and sometimes clashed with one another. Still, the car movement was pretty smooth and it felts responsive. The enemy models and animations was pretty sweet and the voice over was a nice touch.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape