Island Guard by AnayK
Here's what I have come up with:
You are staying on an Island - your small world which is the only thing you care about. You want to live there peacefully but you have made enemies (too many). So, they are going to attack your Island. How long can you protect it?
Game: https://anay.itch.io/island-guard

Controls:
Left Click: Shoot
Right Click: Move player
Powerups:
Repair - To repair a part of the island which was destroyed by an enemy

Bullet range - To double the range of the bullet for some time

Bullet damage - To double the damage of the bullet for some time

Enjoy the game! Let's see how good a Island Guard you are. :smiley:
Game made with C++ and SFML library.
| Original URL | https://ldjam.com/events/ludum-dare/38/island-guard |
Ratings
| Overall | 434th | 3.292⭐ | 26🧑⚖️ |
| Fun | 36th | 4⭐ | 26🧑⚖️ |
| Innovation | 431th | 3.042⭐ | 26🧑⚖️ |
| Theme | 288th | 3.625⭐ | 26🧑⚖️ |
| Audio | 466th | 2.417⭐ | 26🧑⚖️ |
| Mood | 554th | 2.905⭐ | 23🧑⚖️ |
| Given | 2🗳️ | 19🗨️ |
I like the idea that the island is getting smaller and smaller. I had to dash around the island to try to reach the boats with the short weapon range. Fortunately, the powerups extended the range a bit.
The player could move along the beaches rather than getting stuck. Also, I guess a that a notification is needed for destroying an enemy as it is clear anyway and hides other notifications. This game needs furious clicking, though. :D But I'm not sure which would be a better way as auto-fire could be a bit boring as well.
I got score 2400!
And true, the "destroyed an enemy" notification doesn't really convey much and hide other important powerup notifs, so I will remove that.
I will add better player movement (so it doesn't get stuck) also.
Auto-fire will make it too easy I guess, as there is no limit to bullets, reloading, etc.
And, great score, btw!
I whish you could map the fire to space bar though
Keep it up!
I had by the way absolute no issue with the player movement.
Well done.
The art style is nice and simple, which is good. Very easy to tell what is going on and the colors have a nice appeal to them.
Good work.
I recommend also providing a web link because then you get more people to play it :)
Can't really find a lot to criticise... the bullets could be a different colour (it's maybe a bit too similar to the colour of the beach) For the movement, I think it would be better if you could have the player follow the mouse while you're right clicking - that would make the movement feel a bit more fluid.
Other than that, I really liked the shrinking island mechanic, and the difficulty progression is very good. Will give this one a good rating on gameplay!
Pros: I think it was addictive when i got busy clicking mouse button rapidly and watching out for the direction where the enemy came at the same time :} I like the idea most that the island gets smaller when attacked.
Cons: The first time when I opened the game I thought it was frozen :( as it showed no response like a background music or a graphic effect to tell the player the game had started, until the player aware of the first enemy.
Please rate my game: https://ldjam.com/events/ludum-dare/38/may-i-come-in
I like the island destruction a lot!
In the end I had to start clicking with my other hand, there we so many it started hurting my wrist D:
I did feel like the enemies were taking way too long to kill especially with how many were on the screen.
If there was like a Day/Night thing, where you build up the island or upgrade during the day, and the onslaught of enemies come during the night. that would be a nice addition and a chance to deal with all those enemies.
It was challenging to play with a laptop touchpad, but I made it to ~1200 points.
Fun game, addictive gameplay :smiley:
- Handling the spawn rate of enemy is not that good because you cant survive for long time
- GAme theme according to the theme small world is very good
- Overall i really had a fun playing this game
I like the fact that you have to move the boat
@ikigaiseitetsu Good point. It will be alright after I add background music and proper menu, I guess. Thanks! Great score, btw and I will surely rate your game.
@jamesy012 Good score. I plan to add those features about upgrading island, etc. Days and Nights for waves is also a nice idea. Thanks!
@alex-lutay Haha, Thanks. Good score, given that you were playing with a laptop touchpad.
@sagarpatel25700 Thanks! I plan to make the spawn rate better by preparing proper waves, etc.
@jk5000 Thanks, I will surely rate your game, too.
@szczebel1995 Thank you!
I know this is really off topic, but i'd also be interested in learning about game development in c++, how hard is it and how did you learn it? I'm sorry if I am annoying you with these questions, I am just very interested in it lol
Other than that, good job! Keep up the great work dude, I can't wait to see your next game! :)
@thebluegamer55 Thanks! I am working on better player movement
@megalink Thanks! I learned the SFML library using their own tutorials, documentation and GameFromScratch tutorials. I also used the SFML Game Development Packt book. Game development using C++ and SFML is simple actually, not as complicated as engines. It just needs efforts. If we also enjoy the process of learning and making games, then it's a whole lot easier. Why don't we connect on Twitter or something?
Twitter: @anay_karnik
Great work and best of luck on improving it!
https://ldjam.com/events/ludum-dare/38/deep-bottom
- WASD or arrow movement might be much better than right click in this game, since players can use both hands to play.
- Auto-fire by holding down the left mouse button is much needed!
- Simply increasing the number of enemies until the player is overwhelmed is not quite fun. It's easy to notice and it seems like "lazy" designing. There's other ways to do it: varied types of enemies, loss of crucial combo cause an OP pickup not appearing, etc. The point is to ensure that as long as the player is good enough he could go on forever. The "enemy spamming" method has a hard limit (dps of the gun vs enemy spawn rate) that can not be overcame by player's skill. Also, it's easy to notice "that's all the game has to offer" after 1 play through.
Minor improvements that could be nice to have:
- Pause when in background: I played in window mode and when a skype call pop up I died T_T
- Pick-ups should have some kind of sound/visibility effect when they appear. Right now they are quite missable.
- End point explosion for the bullet, so it's easier to notice on your first play "oh, that's where the bullets end".
EDIT: Made it to 3640 this time.
Overall the concept is good, next time I would try to focus on bringing some music and art to the project !