Little Wild Invasion by Titangea

[raw]
made by Titangea for LD 38 (JAM)

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You are a little creature that lives happy in a small planet, but your peace is coming to its end. From the Sky some visitors are invading your home, they are not kind aliens, only want to destroy everything¡ Run and survive until the Invasion ends.

All the game content, art, shaders, music and more was created during the LudumDare by Daniel Porras (Titangea).

About the game

This 3D game is basically some type of survival style game mixed with the walk planet feature from games like Mario Galaxy.

I made the shaders trying to acquire that artistic/anime appearence.

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The characters was inspired in flowers, plants and insects.

The "A small world" concept was applied in the use of a little planet and to decide the art and characters, I thinked in the insects scale and be tiny compare to plants, also we play with a small character compared to the enemies.

Part of the challenge was to simulate de Planet gravity, how to limit that gravity (by example, with an object flying), made a smoothly character align respect of the ground and finally made the IA follows a target in an irregular spherical Terrain.

This game was made with Unity 5.6

CURRENT VERSION: v1.0.3

Audio: New FX. Controller: GamePad support and now you can play with one hand using your mouse (a good option for those that maybe can't use two hands) Gameplay: New Power Up Visuals: New Effects. Fixes: Some bugs fixed

INSTRUCTIONS

-Run, run ,run!

-Use the Bubbles in the sky as weapon!​ the bubbles only fall if you are close to them, But take care, they can hurt you too.

-Take The green powerups and charge your power bar, then press space or action button and increase your speed by few seconds.

DOWNLOAD:

https://titangea.itch.io/little-wild-invasion

Thank you!

Screenshots:

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Ratings

Overall 386th 3.371⭐ 37🧑‍⚖️
Fun 432th 3.061⭐ 35🧑‍⚖️
Innovation 532th 2.848⭐ 35🧑‍⚖️
Theme 266th 3.657⭐ 37🧑‍⚖️
Graphics 181th 4.057⭐ 37🧑‍⚖️
Audio 331th 3.031⭐ 34🧑‍⚖️
Humor 238th 3.038⭐ 28🧑‍⚖️
Mood 425th 3.161⭐ 33🧑‍⚖️
Given 127🗳️ 14🗨️

Feedback

spacedoubt
01. May 2017 · 03:59 UTC
The music is really cool. I'm not sure how well it fits the game, though. The mouse control is a bit awkward. I like the concept and the graphics a lot. Seems really difficult. I could never last very long.
szczebel1995
01. May 2017 · 07:25 UTC
The game looks really good, audio is ok, I like the models especially the enemies with this wide mouths remind me of Globox from Rayman :D pretty challenging but good game.
fangzhangmnm
01. May 2017 · 07:41 UTC
Marvelous control of pace of tension!

I think it is a fast-paced survival game. Your speed is a bit lower than the enemies, so you must collect power-up items. In this process the distance of enemy decreased, so the tension increased.

The hazards and complex terrain make everythink more hurry. After collect enough power-ups, You can rush out immediately and get rid to the enemies (temporary).

It's a release of tension and that brings great enjoyment. That forms the emotion cycle. The music and unnatural rendering of environment emphasizes the feelings.

So although this game lacks clear goal like other games I reviewed, I donnot think it is a problem. Run! Run for your life and no time to think mooooorreeeeeeee!
crazi456
01. May 2017 · 16:00 UTC
Loving the models! The enemy is awesome looking. Fun stuff, good work!
MathijsVissers
02. May 2017 · 10:01 UTC
Game looks great! The enemy especially.
Difficulty is a bit high, seems like I went game over pretty quickly every time. Music is okay.
Overall good game!
flukeshot
02. May 2017 · 10:03 UTC
How the player character moves is really cute. The enemies are straight onto me though, I feel like a ramp up to that difficulty would be preferred instead of dropping the playing right into the midst of it.
Spinaljack
02. May 2017 · 10:53 UTC
Very nice art and shaders. Really gives the impression that you are a small plant running from predators. Would be nice to turn the tables on your pursuers with even larger predators higher up the food chain.
glitchy-pixel
03. May 2017 · 00:17 UTC
I liked the game, the animations are really cute, although sometimes I fell the enemies are Way too big and con sometimes block the screen.

I do feel that by walking diagonally you can go faster than walking in one simple direction. And sometimes it felt like the only way to actually escape the enemies before being hit. I tried to use the falling blobs to my advantage, and it usually worked but sometimes it felt a little too random to be able to use them properly.


In any case its a nice game and I enjoyed my time with it. Good work!
coderTrevor
07. May 2017 · 06:13 UTC
Extremely difficult. It took me a lot of tries to even get enough power-ups to use my power. Before I did, I wasn't sure if the game was bugged or not because nothing happened when I pressed space.

The game could be improved if the player had more feedback and control over the power-up mechanic. For instance, if you start the player with a small amount of energy, and instead of requiring the bar to be full, let the player dash when they're holding space, and have the energy decrease when the player is running.

Beautiful graphics! Best I've seen so far!
MeronSoda
07. May 2017 · 15:21 UTC
I like your shaders a lot, and the model style also stand out. There are some details and mechanics that I think could improve your game:

+ :pushpin: The wall collision boxes are larger than its models
+ :scroll: You usually want it smaller so it can give the player some break. And if its larger then the model/sprite you will run into **invisible wall** issues, which in this game means **instadeath**.
:bulb: *Reducing the collision boxes to a size slightly smaller then the actual model may be a solution*.
+ :pushpin: Enemies are too fast and they seem to chase the player in strange ways
+ :scroll: It seems to me that every frame plants and balls calculate the current player's position and move to that point with a constant speed. Unless they are really close, in that case they move just enough which causes them to approach **faster** then your move speed but they remain right at your back in a jittery pattern when they finally "reach" you (they actually never do reach).
This makes the player powerless and prevents almost any chance of counterplay, because the plants (and specially the bombs :bomb:) **will get you** it doesn't matter what you do. But at the same time it also makes **THE PLANTS** powerless, because *THEY REACH YOU, BUT DON'T HIT YOU*. :smiley:
:bulb: *Suggestion: try to double the game speed, player speed, enemy speed everything aside from the invasion counter; make it a fast game and set the enemy speed to 90% of player speed (you actually have to tweek this value until it reads well). Also, as they are slower than you now, increase the penalty for being caught by a plant (like insta damage). If it is still slow, make the game even faster.*
+ :pushpin: Field of view is blocked by enemies in your neck
+ :scroll: As an art style choice, the models are cartoony with big large heads. This immediately influences camera design as it is blocked by these models. Those big heads get in front of camera, denying almost the whole vision.
+ :bulb: *Possible solutions:*
1. *Increase camera distance*
2. *Change the camera pitch angle or allow the player to change/control it*
3. *Play with shaders/render stuff to make enemies transparent when they are beetween camera and player*

Your game is indeed a nice job and I'm sure people liked the art style a lot. :grin:
Good work, and let's keep improving! :clap:

******

#### Btw, I noticed you like shaders and so do I. Maybe you want to see a crackable energy shield shader I made once (in Unity). I coded the shader and drew the cracked glass texture to apply to it (in Medibang Paint Pro, or was it Krita? I actually don't remember it anymore). It is in my team's [Global Game Jam page](http://globalgamejam.org/2017/games/lunar-tide) :smiley:
LancesCaterpie
08. May 2017 · 19:36 UTC
Nice, graphics but the gameplay was a bit too fast paced.
It felt like you are chucked in the deep end, maybe you could start on a more empty planet and enemies rise from the ground / fall onto the planet?
Also the music created the atmosphere of a fever dream and I'm not sure if that's what you were going for.
Anyway, nice effort!
🎤 Titangea
09. May 2017 · 02:22 UTC
@lancescaterpie in fact, every enemy fall into the planet in something like an "asteroid", it has a blue color, when the asteroid collide with the planet a blue lighting color appeared. I wanted to show some type of cinematic to appreciate it but the time was not enough, but you can see it if you put attention when the game starts and after a enemy's dead.
pascalman
13. May 2017 · 07:39 UTC
Your art is beautiful! Great work!
TeamMonumental
13. May 2017 · 07:48 UTC
Really nice shading and art, the models look unique and very good. The game feels quite complete, with the main menu, gui, music, sounds ect. In window mode the mouse isn't locked inside the window and will drift off the screen(This might be a unity problem though). Nice game overall!!!
alexrose
15. May 2017 · 16:10 UTC
Very vivid use of colours, nice shaders. Fits the theme. I would've made the death fade out quicker, so it's faster to get back into the action.

Music is nice.

Bit unforgiving in that I can only take one hit, but it's reasonably fair. Also, mouse should be centrally locked ideally.

All around, cool title!
DGSpitzer
15. May 2017 · 16:34 UTC
Awesome game. Love the art and music!~ It's pretty intense when escaping from those monsters~
Apostate Games
16. May 2017 · 03:44 UTC
Very challenging game - loved the 3D models! Overall a very nice submisison! :smile:

----------------------------------------

Please check out ours:
https://ldjam.com/events/ludum-dare/38/plutus
Max Cahill
16. May 2017 · 05:48 UTC
Really nice graphically but ran really really slowly on my laptop so I couldn't play all the way through. Impressed with the colours you ended up with and seems like a nice outline shader.
ryan
16. May 2017 · 06:43 UTC
I really loved the cartoon-ish shading and art style. The tiny planet felt like it was a good size for the length of time that you needed to survive for. I didn't really understand the mechanic of the bubbles ("purple meteors"); I think making their falling trajectory more obvious would make them more understandable, perhaps by moving them to a higher altitude so that it is easier to see where they are falling towards. The way they are right now felt like homing missiles aiming at any players who got too close.

Other than that, I'm bad at reading directions and didn't realize at first that the bubbles are the way to kill the monster and tried using a power up. Maybe adding some other kinds of power-ups that give different abilities beyond speed would be interesting -- shield and attack power ups could change the gameplay dynamics in an interesting way. It would probably be a little bit less running away, though the frequency of when different power up types spawn could be changed to make the game feel more offensive or defensive.
🎤 Titangea
16. May 2017 · 07:17 UTC
@Max-Cahill Ohh, sorry for that, could be good to know your pc specs, Did you try it in differente resolutions and different graphic qualities?, I always work on optimization, but sometimes maybe is not enought or maybe is not possible. I developed this game on a computer with 12gigas of ram, Intel Core i7, I have a Nvdia GForce with 2gigas of video, but the game runs fine with the Intel integrated HD graphics video card.

@ryan time time time xD I think this little game will be the base for a bigger game, a lot of interesting stuff could be improved in a full game.
PTSnoop
16. May 2017 · 20:57 UTC
Very unforgiving gameplay! It took me quite a few deaths before I felt like I had much of an idea as to what was going on. But very good graphics, and it fits the theme nicely!
Maldo19
17. May 2017 · 06:29 UTC
I liked the gameplay idea and the graphics. I feel that the Audio was a weird choice, it lacked tension in a game that you have to run and survive. The enemies were cool but they really weren't a threat if you don't take unnecesary turns while you move. The thing I really disliked were those giant bubbles, as they just fell without a warning and just killed me time to time. I tried to use them to kill the enemies but more often than not I died more than them.

I found pretty excesive that you had to fill the whole bar just to run faster. I would really liked if you could use it as a stamina for running more than a single use run. I think that it could add more depth to your game.
Overall It's a very nice idea and I really liked the visuals, Nice job!
Shubham Gupta
17. May 2017 · 18:27 UTC
-cute animations
-great Graphics
-music was ok
-difficult gameplay
-nice controls
-nice game atmosphere
Overall a nice game.

Do try my game :
https://ldjam.com/events/ludum-dare/38/sunken-mystery
lordecroowel
18. May 2017 · 01:42 UTC
Ohh nooooo!! Just available to Windows. I really would like to play it. The graphics looks pretty awesome. Congratulations for the work.
chromableedstudios
20. May 2017 · 07:10 UTC
Holy cow your graphics are impressive. Pretty awkward asking LD-ers that are rating your game for a donation though... Suffered from alot of slow down(on a pretty beefy machine) to the point that audio got choppy. Nice entry overall.
BladeSides
20. May 2017 · 09:12 UTC
Pretty awesome game!
Jupiter_Hadley
09. Jun 2017 · 20:50 UTC
Nice graphics, challenging game! I included it in my Ludum Dare 38 compilation video series, if you’d like to take a look :)
https://www.youtube.com/watch?v=DciCZPQtLy8
🎤 Titangea
27. Jun 2017 · 21:50 UTC
@Jupiter-hadley great, Thank you :)