LaserDefense by Gildar76

[raw]
made by Gildar76 for LD 39 (COMPO)

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

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🗨️

Feedback

ditzel
31. Jul 2017 · 17:47 UTC
Nice Game. I ended up pushing left and right all the time. Maybe every canon needs a power bar that must be charged, so that you stay longer at one canon.
Edmanbosch
31. Jul 2017 · 17:47 UTC
Great game, I like it. It would be better though if there was a sound played when you get hit by a rocket.
GettingRekt
31. Jul 2017 · 17:49 UTC
Quite a fun and solid game with a unique game mechanic. I wouldnt mind some more graphical elements to keep the view interesting, and maybe some feedback about the individual turrets power for easier resupplies.
Quaternius
31. Jul 2017 · 17:50 UTC
I like the idea overall, it was a bit confusing at first and the sound was a bit too loud. I liked it though!
Rakowu
31. Jul 2017 · 17:52 UTC
It is ok. But maybe by changing the laser sound, adding music and maybe add the possiblity tu change the turret shooting direction should improve the game :) The concept is good, but need some polishing.
rigdonware
31. Jul 2017 · 17:52 UTC
I'm going to leave some constructive criticism here.

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.
roycocup
31. Jul 2017 · 18:02 UTC
Standard Tower Defense with a twist... Not bad! :)
hhsaez
31. Jul 2017 · 18:15 UTC
I like the idea and it has potential. But I think it needs more interaction from the player.
Good work!
🎤 Gildar76
31. Jul 2017 · 18:28 UTC
Thanks for all the feedback, there was a lot more I wanted to do, but I didn't put in enough time on sat, so had to scrap some things.

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 :)
rightangel
31. Jul 2017 · 20:24 UTC
The mechanics are very special: you have to charge the lasers and let them fire at the enemies - really innovative. I would really like to see the fully charged lasers become aggressive and fusillade the enemies. Nice idea and interesting game!
FloBar
31. Jul 2017 · 20:29 UTC
Really cool idea. I wish there was audio though. Would have been awesome hearing the lazer guns. Looks promising though.
smbe19
31. Jul 2017 · 22:20 UTC
When I first started the game all cannons fired at the same time and produced a very loud sound, I was quite startled. Anyway.

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?).
🎤 Gildar76
31. Jul 2017 · 22:41 UTC
@smbe19 thanks for the criticism.

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.
ryzy27
31. Jul 2017 · 23:48 UTC
Got to 1730 score. Later it seems that too many rockets are comming and I end up with 5 hitting me in a row. Idea of not shooting yourself, but charging shooters is nice, but I'd like to feel like I have more impact on the game.
bombjack
31. Jul 2017 · 23:49 UTC
Strangely I liked the minimal art of this game. The laser are so hypnotizing.
Peredom
01. Aug 2017 · 00:19 UTC
You can opt out of humor if your game doesn't have any jokes, so that doesn't effect your final score. Also, about the game, the player should have more control over the game. Just repairing the cannons doesn't require skill nor thinking, so the player might get bored and feel they don't really affect the game. Awesome for your first time, though, keep it up ;)
🎤 Gildar76
01. Aug 2017 · 17:27 UTC
@peredom thanks.
JackKm
07. Aug 2017 · 19:16 UTC
Nice game. There is room for improvments, additional features (pay energy to change cannon type etc.)
I played HTML version - sometimes cannons didn't rotate to rockets was that intentional ?
I got 1280 score.
🎤 Gildar76
07. Aug 2017 · 21:46 UTC
@jackkm It was intended for them not to rotate all the way, but I messed it up. They should rotate a bit more. Have that changed in a local version that will be posted post-LD