Stand your ground by GistNoesis
An unorthodox tower defense game, made with Three.js and Cannon.js
Prevent enemy to cross your line
Water put up Fire
Grass absorbs Water
Fire burns Grass
air destroy fire
fire destroy air
When air is destroyed enemy spawn faster
Commands :
Arrows : Orient canon
Space : Shoot
W : Change elemental type
Cheat code :
If you rather play an incremental game : You can activate Immortal Mode by pressing I
Hints (Only given for last week of Ludum Dare play) :
This game was designed to be solved using a systemic approach. (The Tetris like control won't allow you to shoot your way through, you'll have to manage the situation by taking advantage of your enemy interactions and bullet persistence)
-You control the pace of the game by shooting more or less
-Enemies will bounce on you unless they have been put off their trajectory by a previous collision
-Use the interactions between the enemy so you don't have to shoot a lot
-Anticipate your moves but delay them
-Make each of your shot count
-Surround yourself with bullets so that they become helpful to stop the enemies.
-Don't restart too quickly or you'll activate tilt mode :)
About
I used 5 royalty free textures. Everything else music, 3d art and code was created during this week-end.
If you enjoyed my game, you will probably enjoy my last project : Linn Photobooth available on github : https://github.com/GistNoesis/Linn-Photobooth!
| HTML5 (web) | http://aqua.gistnoesis.net/ld40.html |
| Original URL | https://ldjam.com/events/ludum-dare/40/stand-your-ground |
Ratings
| Overall | 653th | 2.544⭐ | 47🧑⚖️ |
| Fun | 649th | 2.364⭐ | 46🧑⚖️ |
| Innovation | 518th | 2.773⭐ | 46🧑⚖️ |
| Theme | 602th | 2.716⭐ | 46🧑⚖️ |
| Graphics | 641th | 2.14⭐ | 45🧑⚖️ |
| Audio | 415th | 2.654⭐ | 41🧑⚖️ |
| Humor | 543th | 1.757⭐ | 37🧑⚖️ |
| Mood | 618th | 2.088⭐ | 42🧑⚖️ |
| Given | 44🗳️ | 47🗨️ |
Good job!
@almost-panda-studio : Thanks for the feedback. The rule is you lose when one enemy (Big sphere touch your half-space (i.e. y < 0 ). But you are right that I should have repositioned the camera to better show the player where the line was crossed.
@georgebgreen The controls were meant to feel like a 3d version of "Tetris", the aiming is quite natural once you get used to it but I concede that it feels unusual at first (see above). Glad you like my music. The controls are meant to induce fast repetitive key-presses in rhythm with the fast paced music.
(also played your LD39 game, it was very fun ! )
As someone mentioned in the comment, you should put a assistance to guide the player's aiming (an arrow or [a 3D dashed path](https://threejs.org/examples/webgl_lines_dashed.html)). Static perspective cameras are not the best to appreciate distances and directions.
It was fun nonetheless. Congratulation on your submission.
I like the idea how elements are interacting, but for example green elements need to be hit twice - first by fire and then by water to destroy. And without a fast way to switch elements between those two. All the games end up being short. Really short.
For these reasons it wasn't too much fun in the normal mode, but I did enjoy messing around in the immortal mode for a bit.
@hilvon thanks for the feedback.
@alottabit The controls are intended Tetris like, sorry you didn't like them but you're not the only one :) I'll do my best to make the controls more user friendly in my next Ludum Dare.
@zinkler glad you enjoyed the music. Look at the source search for "mp3", and grab the file you liked (There are 2 distinct audio clips of unequal quality which I randomly AB test :) ).
Controls were super hard
Also it was really hard to see what height the balls were coming from so aiming was really hard
The game could be more polished (fonts, more complex object models, terrain/background, ...) but it't definitely not bad for a Compo entry made in "raw" JavaScript without any game-making-optimized libraries!
(You might want to look at triplanar texture mapping to help you with texturing spheres.)