Botnet Smashers by dusakus

[raw]
made by dusakus for LD 39 (JAM)

Your task is nearly impossible, but you must try anyway. Get through all the enemies while sustaining your energy reserves. Your units require energy to build but slowly return it. Enemies will drain your energy by being close to your base. You get acces to more unit types over time, some will help with the energy problem, others will let you get rid of enemy groups.

Instructions:

Spawn your units by using the buttons on the bottom bar, Watch your base's energy bar If you get a gray screen this means you got out of power (Game Over) If it crashes, you won :I

WARNING! this game contains simple anonymous usage tracking (the only thing sent is two timestamps) , we will probably post the collected data sometime after results

Ratings

Overall 802th 2.65⭐ 22🧑‍⚖️
Fun 835th 2.2⭐ 22🧑‍⚖️
Innovation 790th 2.3⭐ 22🧑‍⚖️
Theme 737th 2.85⭐ 22🧑‍⚖️
Graphics 769th 2.25⭐ 22🧑‍⚖️
Humor 609th 1.824⭐ 19🧑‍⚖️
Mood 802th 1.842⭐ 21🧑‍⚖️
Given 29🗳️ 0🗨️

Feedback

elmismopancho
06. Aug 2017 · 23:17 UTC
Good job, the game is very promising.

Some feedback, it really needs a way to know your current energy, there is no way to know how much each unit cost (if they cost anything) And because all the units behave basically the same way, the game boils down to spawn bots and see if they hold the enemies, and spawn one more if you see your group is losing.
Wabble
06. Aug 2017 · 23:33 UTC
Seems cool. The fact you cant see the current energy nor how much energy each unit costs makes it hard to enjoy
🎤 dusakus
06. Aug 2017 · 23:34 UTC
Thanks, Player's energy level is displayed as a vertical bar on player's base, and unit costs are basically trial and error. We wanted to avoid numbers to make the interface less noisy (an yet we have the noisiest background ever made ]:I )
frankiesmileshow
07. Aug 2017 · 02:57 UTC
Its a good idea, a good start! I would recommend making the enemy and player units move slower, but make enemies spawn more often. This way, there is always *something* happening on screen, and you dont spend too long just waiting for more enemies to come in! That would be my recommendation here. Try to make it so theres almost always some sort of visible threat incoming, even if it means slowing everything way down.
mamoniem
07. Aug 2017 · 14:51 UTC
It's quire rare to find a game looks like a TD within a game jam. I didn't understand fully the behaviors of the units, but one thing I noticed, that i can spawn as many as I wish, and this should not be super helpful if you want to balance the game.

-m
MichaelTWG
07. Aug 2017 · 18:17 UTC
I haven't seen the energy bar on my first try maybe you could use some green.
The idea is interesting, well done!
BesSlaaneshi
08. Aug 2017 · 08:45 UTC
The only thing that i can say: it need MORE polish.
bombjack
11. Aug 2017 · 21:36 UTC
I could be more polished, with sounds and with possibility of seeing the enemy base(if there is one :wink). anyway, thats a kind of game that I like.
🎤 dusakus
15. Aug 2017 · 13:12 UTC
Enemy base "exists", it's an untextured polygon which deletes player units getting off-screen ]:I
I haven't decided if i want to take this game further, probably will, not too quickly, but still...
I should finish at least one Ludum Dare game...