Little Wild Invasion by Titangea

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.

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:



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🗨️ |
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!
Difficulty is a bit high, seems like I went game over pretty quickly every time. Music is okay.
Overall good game!
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!
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!
+ :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:
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!
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!
----------------------------------------
Please check out ours:
https://ldjam.com/events/ludum-dare/38/plutus
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.
@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.
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!
-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
https://www.youtube.com/watch?v=DciCZPQtLy8