BugsTD by TheMonsterFromTheDeep

[raw]
made by TheMonsterFromTheDeep for LD 39 (COMPO)

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--IMPORTANT: If the camera controls do not work, try using this updated version which allows you to control the camera with arrow keys.--

BugsTD is an incredibly simple tower defense game.

Due to the fact that I was on vacation, I had quite limited time, so I decided to use Unity. I believe that the total amount of time I worked on this game is less than 12 hours.

The controls are relatively straightforward: - Scroll to zoom in/out. - Hold the middle mouse button and drag to pan. - Click on the tower types in the upper-right corner to select them. - Click on the ground in order to place a tower. - Click the 'play' button in the lower-left corner to start the next wave.

Hopefully everything else is relatively self-explanatory. The enemies move along the red path. If they get to the goal, you lose lives; if you lose all your lives, you lose the game. The battery-looking symbol represents currency; the lower-left corner shows your current currency and the amount required to purchase a tower is displayed next to each tower.

Towers have several basic differences. In order from top to bottom as listed on screen: - Range of 6 grid squares; shoots every 0.7 seconds; does 1-2 damage; projectiles travel 6 grid squares per second - Range of 6 grid squares; shoots every 2 seconds; does 5-8 damage; projectiles travel 4 grid squares per second - Range of 10 grid squares; shoots every 0.05 seconds; does 0.1-0.7 damage; projectiles travel 8 grid squares per second

Ratings

Overall 489th 3⭐ 45🧑‍⚖️
Fun 540th 2.721⭐ 45🧑‍⚖️
Innovation 630th 2.186⭐ 45🧑‍⚖️
Theme 634th 2.357⭐ 44🧑‍⚖️
Graphics 461th 2.864⭐ 46🧑‍⚖️
Humor 384th 2.1⭐ 32🧑‍⚖️
Mood 551th 2.378⭐ 39🧑‍⚖️
Given 45🗳️ 32🗨️

Feedback

ledez
05. Aug 2017 · 04:37 UTC
Good and simple tower defense mechanics. More features can be add to this game, but it was fun to play.
Emery
05. Aug 2017 · 10:32 UTC
Pretty simple game, i had fun, good job!! :)
ryte2byte
05. Aug 2017 · 17:21 UTC
Very impressed you pulled it off in 12 hours. I did finish the game. Er, I think. After a certain wave, it dropped me back to the main menu.

The game itself is fine for covering TD basics, but my big problem was the UI. I've never seen a drag-click scrolling method implemented like this (where you hold a button to activate edge scrolling). I also would have liked a wave counter to know how far I had lasted. Finally, there's some real weirdness going on with the $400 turret button. Hard to explain, but it doesn't seem to be in the same 'toggle group' as the first and third turrets.

Anyway, I enjoyed my run-through. Hope you had a great vacation!
🎤 TheMonsterFromTheDeep
05. Aug 2017 · 18:11 UTC
@ryte2byte:
Thanks for the feedback.

I am absolutely terrible at camera controls. They worked well when I started programming the game - they just activated without clicking, but that became a problem once I started working on the UI so I "patched" them so to speak. Something to fix in a post-compo version.

The turret UI is something I noticed shortly after the compo finished. I believe it's something to do with the button hitboxes.

And yes, you did finish the game. There's no fanfare for either winning or losing. :P
ciobeni
10. Aug 2017 · 01:36 UTC
Good game. It has all the basics of tower defense, and considering your time constrains that's impressive. I like the graphics but think the UI could use some love.
I wasn't able to see the entire map because my middle button doesn't work but adding camera controls was a nice touch.
🎤 TheMonsterFromTheDeep
10. Aug 2017 · 01:45 UTC
@ciobeni: Thanks for the feedback, although I'm sorry you weren't able to see the whole map. That takes away quite a bit of playability.

I would agree in regards to the UI. Thanks for the comment on the graphics - I'm definitely interested in what people think of those.
Neweichgames
10. Aug 2017 · 04:35 UTC
Great job with the tower defense mechanics. Played very well. Add a few more features to the game and it would be great and make it more interesting.
rubyleehs
10. Aug 2017 · 05:25 UTC
Congratz on finishing the game in 12hrs.

Not bad for 12hrs, really wished UI was better as others had mentioned. More towers/enemies would have been great too.
joebeard
10. Aug 2017 · 23:03 UTC
Seems I couldn't scroll the map with MMB in either the Web or PC builds, which meant I couldn't see what my turrets were shooting at. Whatever it was, they seemed to kill lots of it :P
hbocao
11. Aug 2017 · 00:56 UTC
Impressive work you put in only 12ish hours! It's a "simple" tower defense game, but you managed to make it work. I had the problem where I couldn't scroll the map :( Keep rocking!
🎤 TheMonsterFromTheDeep
11. Aug 2017 · 03:02 UTC
I believe I will need to implement alternate camera controls given the number of people that cannot seem to access the current ones.

Please note that the map will not pan unless the mouse is somewhat near the edge of the screen, which could be a source of some confusion.
cpv
11. Aug 2017 · 19:08 UTC
I also couldn't pan the camera, web and windows versions tested. Good idea and mechanics. Couldn't see any enemies, probably because of the camera issue. Overall, good game idea :)
🎤 TheMonsterFromTheDeep
12. Aug 2017 · 18:24 UTC
Okay, I've built a new version with camera controls based on arrow keys: https://github.com/TheMonsterFromTheDeep/BugsTD/releases/tag/v1.0-arrow-camera
Knarfux
12. Aug 2017 · 21:08 UTC
Simple and enjoyable, and in only 12h ! Good job.
HuvaaKoodia
13. Aug 2017 · 13:21 UTC
This is about as basic a TD can get. Sure 12 hours is not a lot of time, but you don't even have any kind of a thematic gimmick? There really should be one as Tower Defense is one of those seen-it-done-that genres.

What could that gimmick be though? A few ideas:
* Constantly running out of power, having to generate more power with power cores which the enemies tries to steal or destroy.
* Draining energy from the enemies with special turrets which do no damage. Having to balance the amount of weapons and energy drainers in the level.
* Building your own robots to steal energy from an AI opponent trying to do the same thing. Closing on RTS this.
* The enemy corrupting your turrets disabling (or turning them against you), having to send in repair troops to get them back online (or just paying for it directly).

Something like that. Ok job with the time you had.
🎤 TheMonsterFromTheDeep
13. Aug 2017 · 17:46 UTC
@HuvaaKoodia: I assure you that I was most certainly thinking about a thematic gimmick. It just happens that I didn't have nearly enough time to implement one.

In fact, my original idea was to have no specified path - the enemies would follow a path through your buildings (like Desktop Tower Defense). Then, grid squares would "run out of power" - and the towers placed on them would no longer work.
EdwinGameDev
13. Aug 2017 · 22:12 UTC
Gratz for the game, i really enjoy tower defense games! In fact the camera doesn't move at the HTML version, i found it too easy, but still fun! Good job!
🎤 TheMonsterFromTheDeep
14. Aug 2017 · 12:23 UTC
@EdwingGameDev: yeah, for some reason I couldn't build the "new" HTML version, so I didn't put it up. Maybe I can try again..
LuckyFeathers
16. Aug 2017 · 22:32 UTC
First time I've seen a TD in LD. I have been considering making one myself. How do you get the towers to shoot at the enemy that has travelled the furthest?

What I feel is lacking is proper feedback to my actions. I'd like an audible (and preferably also visible) feedback when I place a tower and when I start the next level. Background music is also lacking. The lack of audio and the fact that there's just one enemy, makes the game repetitive quite fast. If you're running out of time, you can just take your enemy prefab and change the color, size and speed, and suddenly you have a variety of enemies. For sound effects, you can just take your microphone and hit various items in your home against each other. It actually works suprisingly well. For music, you can make a simple track in programs like bosca ceoil. If you're really running low on time you can use this autotracker https://github.com/wibblymat/ld24/blob/master/autotracker.py It's a python script which automatically generates an 8-bit theme song in literally less than one second.
🎤 TheMonsterFromTheDeep
16. Aug 2017 · 23:07 UTC
@LuckyFeathers: Thanks for the tips on making music / sound, but I already have methods - I simply didn't have time to mess with that.

I also didn't really have time to make multiple enemies, but I certainly did consider it. However, there were more pressing matters...

In order to shoot the enemies that travel the furthest, the enemies simply keep track of how long they have been alive and the towers shoot the one that's been alive the longest. But this is bad, because it means towers will prioritize enemies from the longer track over those on the shorter track, which is the exact opposite of what you want, because the shorter track enemies will get to the exit first.
Tim Eriksen
20. Aug 2017 · 12:55 UTC
Cool little game! The camera issue made it hard to play on a touch-pad, but I see you already have a fix for it, so that is nice. The graphics were simple and a bit confusing as there was very little contrast in colors and design between the game world, turrets, enemies and the UI, but I would say that they are well done given the small amount of time you had to work on this. All in all a job well done :)
jondalnas
20. Aug 2017 · 13:16 UTC
The graphics are kind of doll and some audio feedback would be nice. Other then that, good work!
Manumeq
20. Aug 2017 · 13:35 UTC
The gameplay feels a bit weird to control, and it is not clear how to select and place the different weapons in the map. Aside from that the game is fun and the graphics are really good.
Turkey
20. Aug 2017 · 14:51 UTC
Overall pretty fun and simple game. Could use some tweaks though like indications of the direction of the incoming units and when waves start/ end. Game also progressed a bit slow. Still was enjoyable though!
spacewarp
20. Aug 2017 · 15:14 UTC
This is a nice beginning of a TD. Many aspects are still a bit lacking and I see that other commenters have touched upon most of them already: the camera issues, lack of feedback, the non-descript turrets, no variation of enemies. Sadly, one only has time for so much during a Ludum Dare.
lythom
20. Aug 2017 · 16:07 UTC
** What I liked **

__ + __ a TD !
__ + __ animation of turrets
__ + __ playable and has core mechanics

** What imo could be improved **

__ - __ Pace is too slow, it's sooo long to get new turrets
__ - __ Is there a end ? There was no indication of progression
__ - __ The game is not really about power and treat neither TD nor power management in innovative way

** Overall **

Still something for 12 hours ! Thanks for the game =)
josehzz
20. Aug 2017 · 17:04 UTC
Good work, some sound and visual clues when enemies dies and where enemies begin and its target could be useful. Also turrets sometimes shots and kills enemies before they are visible, maybe spawn them a little closer to the visible area.
🎤 TheMonsterFromTheDeep
20. Aug 2017 · 18:18 UTC
Thanks everyone for the feedback! I have to agree with most of it, and perhaps I will have the motivation to make a post-jam version at somepoint. If anybody has specific recommendations for new UI / controls, I would love to hear them.
SleepyStudios
20. Aug 2017 · 21:22 UTC
Downloaded the original and it was impossible to see where my goal was and where the creatures were coming from but luckily the updated version fixed that. I can see the vibe you were going for but I think changing the colours from the harsh green and reds would've really helped with the aesthetic. Overall though pretty clean and simple in terms of gameplay, nice work.
Mad_Fizban
22. Aug 2017 · 09:12 UTC
Ran into a issue where clicking on the 400 cost tower would instead select the 100 cost tower. Other than that though I enjoyed it, nice simple tower defense. =)
tapestry
22. Aug 2017 · 14:43 UTC
Good job on your game! A simple tower defense game made in two days, which is impressive, still the game would benefit from sound effects, since there is not much going on gameplay-wise.
🎤 TheMonsterFromTheDeep
22. Aug 2017 · 15:53 UTC
@mad-fizban: I'm surprised you're the first to mention this! I noticed it sometime after the compo ended, probably when trying to upload a web version, and it seemed like more people would be bothered by it.

Perhaps nobody used the 400-cost tower, given that it's honestly probably the least effective.