LaserDefense by Gildar76
You control a small robot, and your goal is to keep your lasers charged to defend against incoming rockets. You'll gain some amount of power each time one of your cannons shoots down a rocket and loose some each time a rocket gets through.
The game ends when you run out of power.
This is the first time I submit something. I wanted to go with something simple because I wanted to get something done. Not entirely happy with the result, but I got it working in time :)
Tools used
- Unity 5.6
- Unity post processing (made by unity and available for free)
- Photoshop CC
- BfXr
- Blender
- Visual studio 2017
| HTML5 (web) | http://www.gildargaming.net/ld39/index.html |
| Windows | http://www.gildargaming.net/ld39/LaserDefense.zip |
| Original URL | https://ldjam.com/events/ludum-dare/39/laserdefense |
Ratings
| Overall | 421th | 3.15⭐ | 22🧑⚖️ |
| Fun | 401th | 3⭐ | 22🧑⚖️ |
| Innovation | 363th | 3⭐ | 22🧑⚖️ |
| Theme | 255th | 3.65⭐ | 22🧑⚖️ |
| Graphics | 467th | 2.842⭐ | 21🧑⚖️ |
| Audio | 457th | 2.263⭐ | 21🧑⚖️ |
| Humor | 486th | 1.643⭐ | 16🧑⚖️ |
| Mood | 513th | 2.5⭐ | 20🧑⚖️ |
| Given | 23🗳️ | 14🗨️ |
I didn't feel like I was doing anything because my lasers seemed to be going off by themselves. Maybe add some kind of energy level for the lasers. Sometimes the lasers weren't fast enough to shoot the amount of guys coming in and I had no way to stop it. I really loved the graphics and that the robot shoots little energy waves when it is charging the turrets. Lastly, my quit button did not function. (Was that intentional? ;) ) Very fun and interesting game, I just don't feel like there is a lot of interaction with it.
Good work!
The small "lines" behind the turrets are supposed to light up the more power the cannons have. That probably isn't clear enough.
Had some issues with sound and explosions when the rockets hit so had to remove it. I'll add it in a later version for sure.
To bad I forgot to test the quit button properly.
I agree with everything said above. I'll update the description a bit as well.
I'll keep improving it post LD :)
There were a few things I didn't like that much:
- It is very hard to see how much a cannon is charged (there is this glowy thingy, but that is hard to see)
- I didn't quite get what I'm supposed to do. I just walked around so that each cannon was visited from time to time and they all shot once a rocket came. I didn't really see a connection between my actions and cannnons shooting down rockets
- Sometimes a cannon wouldn't shoot even though I was standing right next to it
- The cannon sound got a bit annoying after some time
Is there a better strategy than just to walk from left to right and back?
I think it could be a very interesting game idea if implemented with more time (or maybe if I better understood how to play it?).
I would have like to do more with it myself.
Not sure if the best strategy is to keep the cannons charged all the time, or save some power early on. I think the way I increase the waves, it doesn't make much difference, but if I balanced it a bit, maybe it would be better to use fewer cannons early on, and charge them all later.
I played HTML version - sometimes cannons didn't rotate to rockets was that intentional ?
I got 1280 score.