Angery Ships Only by adrisj7

Web: https://adrisj7.itch.io/angery-ships-only
Windows Download: https://www.dropbox.com/s/ot1ffpicct9b35s/AngeryShipsOnly.exe?dl=0
Unity Source Project (+ Source Code): https://www.dropbox.com/sh/x4fiqnajz11yitn/AACrEqnJm1cTpivbZBhaIwdpa?dl=0
Well here's our first LD game that we've made as a team. It was a long and in some cases grueling process, but we somehow managed to finish this thing and we're pretty damn proud of it.
Despite being part of the Jam, every image and audio asset is proprietary and custom-made.
Here's the game summary:
You must defend your planet by building your own robotic ships. Create your ships and watch them fight, eliminating all of the enemies and securing your base!
We Hope you Enjoy.
Ratings
| Overall | 382th | 3.381⭐ | 23🧑⚖️ |
| Fun | 123th | 3.714⭐ | 23🧑⚖️ |
| Innovation | 212th | 3.476⭐ | 23🧑⚖️ |
| Theme | 662th | 2.667⭐ | 23🧑⚖️ |
| Graphics | 568th | 2.905⭐ | 23🧑⚖️ |
| Audio | 334th | 3⭐ | 23🧑⚖️ |
| Humor | 396th | 2.563⭐ | 18🧑⚖️ |
| Mood | 447th | 3.118⭐ | 19🧑⚖️ |
| Given | 19🗳️ | 12🗨️ |
Hey, there was a bug where the game would be unbeatable past the second level that for some reason only appeared when we created a game build. The online version is updated and should be working now, and here's an updated download link (I'm afraid to edit the game page in case if it disqualifies us from round voting)
Windows Download Link: https://www.dropbox.com/s/hq9fm4cw76ra3rg/AngeryShipsOnly.exe?dl=0
Being able to spawn multiple copies of your ship is SUPER COOL.
I'm genuinely impressed that you guys made a ship construction interface in just a few days.
p.s. Editing the game page shouldn't disqualify you, go right ahead...
Could you provide source code ? (I know it's not in rules), but I am very curiours how you managed and handle the block system :) I will be happy that I can see how works it, If you want keep it in private send it to email vladimir@mudwars.io Thank you again :))
At the moment I'm using school wifi which means if I try to upload our Unity Project, the school day will end before the upload is complete. As soon as I get home I'll upload it, post it on the page and let you know!
As for the block system, we decided to use Unity's "Parent-Child" System. Each block is a child of another block, with the top parent being the core. In the editor, when you place a block, the block is assigned as a child to whatever block is next to it. When a block is destroyed, all of its children are also destroyed. Since a block can only have one child, this created a problem in our game where there were random weaknesses (that's why some parts of the ship are really really weak since they are a parent of a long chain of children).
This was fixed by each block storing a list of "parent" blocks which shortens each time a parent block is deleted, and the block only gets demolished when there are no more parents in that list. The problem didn't completely go away after doing this, but it reduced its effects.
Because we're using Unity's "Parent-Child" system, each child holds a position and rotation relative to the parent (which is why the blocks stick together).
Hope that answers your question! I'll post the source code 7-9 hours from now.
Thanks for the kind words but more importantly for the critique! If we had time we definitely should have sort of built the tutorial into the first level itself, that would have made it quite a lot easier for the user. As for the difficulty curve you're definitely right that it spikes from 1 to 2, we wanted to have a good amount of challenging levels in the limited amount of levels that we had, in hindsight we definitely could have added more with relative ease. Not sure if you thought it was unbeatable or something but I can assure that the game is beatable with several different tactics. Once again thanks for the critique and enjoy the rest of LD38!
As for overall presentation, it's really unpolished (standard unity skybox and gui) and the graphics aren't great either, but the gameplay is a lot of fun!
I love the base concept. I'm a sucker for indirect control games, so this was right up my alley. I could see this expanded in a huge number of ways. The modular damage system in particular is a very cool idea. Couldn't crack the third wave after a bunch of tries, though. Would have like to see more slots available for ships in further waves. I assume this probably got scrapped due to time (much like the 'Available Budget' not really being a factor). LD is a harsh mistress, lol!
Oh, and, of course, shout out to the rockin' soundtrack!
Congrats on surviving your first Ludum Dare! Be proud!
Congratulations on your first LD (it's mine too)!
Some points of feedback: I think one thing that might help is being able to tell why I died. It's a little hard to know if it was because I didn't have enough shields, or if the lack of boosters meant my ship couldn't move to avoid enough attackers. I found myself just having to guess. Getting some more info on that would make the game more interesting. Like I can imagine there's a lot you can do with the camera that you didn't have time for, like being able to see the action up close.
I also felt like the difficulty ramped up pretty quickly. I was really enjoying it but couldn't really get past the second level. I think starting with just two basic units (booster and bullets?) and having an easy level, and going up from there, would make it feel less overwhelming and more rewarding.
I would definitely play a more complete/polished version of this! I love games that combine strategy with real-time action!
Really great job. This is only the second game this LD I've replayed days later.
Please rate my game because my ratings are under 20.
https://ldjam.com/events/ludum-dare/38/monster-island