Get off my Planet! by CrumblyBread
A top-down shooter about saving the World from alien robots!
Earth once was a green paradise, where everyone had plenty of what the need. But one day an alien robot came upon our lovely planet, and decided he likes it. Not only likes it, he loves it. He wanted to take everything on our plant with him. And he almost did it. The only defense left, is you! You are playing as a lonely Farmer named George. When everyone left to hide, he stayed and decided to face them himself. Will he last long enough?
That is fully in your hands!

This is my first Game-Jam ever, and it sure was a lot of fun. The game have not turned out as I wanted. Please rate me and throw any kind of critique at me. I am more than happy to answer any of your question. -CrumblyBread

Ratings
| Overall | 823th | 3.071⭐ | 23🧑⚖️ |
| Fun | 576th | 3.214⭐ | 23🧑⚖️ |
| Innovation | 939th | 2.714⭐ | 23🧑⚖️ |
| Theme | 808th | 3.31⭐ | 23🧑⚖️ |
| Graphics | 522th | 3.452⭐ | 23🧑⚖️ |
| Humor | 460th | 2.895⭐ | 21🧑⚖️ |
| Mood | 736th | 2.929⭐ | 23🧑⚖️ |
| Given | 34🗳️ | 15🗨️ |
The largest areas where I feel it could be improved are:
* Hit Detection: The shots always seemed to hit a little under the cursor position, so you had to aim "above" your target. Would have liked to hit exactly what I was aiming at.
* Distinct Waves: I wasn't sure what constituted a wave in this game - it felt like small or large masses of enemies just sort of appeared randomly.
* Easier early levels: Even once I figured out the basic gameplay loop, the enemies took so many hits to kill, either I or my tree would die faster than I was able to spam click and reload. Starting with lower health enemies and ramping up as the game progresses would be good.
* UI Tooltips: The store had no indication of how much anything costs or how big of a bonus it was going to give. If not tooltips, then just a short description beneath each button listing the price and effect would be good.
* Weapon Differentiation: Having two different weapons was cool, but aside from auto fire and less damage (?) on the rifle, I wasn't sure what the purpose of having a second weapon was. Was one of them more effective on certain enemies? I had no way of knowing.
All that said, I did enjoy the action, and making a few improvements could turn this into a really fun little shooter!
-The hit detection is not really a hit detection problem, but the thin is... I drew the cursor a but lob sided so the center was not in the center of the sprite. That could be easily fixed, but I have no plans to touch the project any more. It was made just to challenge myself, and It came out as it is.
-Honestly, the wave system is just random. Every wave between 2 and 8 enemies are added to the total and every wave the number of cannons and axes is completely random. I just wanted to feel like there was some kind of system in the background :sweat_smile: . Also there is a 20 second period after killing the last enemy until the next wave comes.
-Even before I started coding, I knew the balance would be nonexistent. The values of the upgrades, the upgrade benefits themselves, I just tried to do the best I can. (Try buying firerate for the rifle twice, the chceapest upgrade, starting at five and the value is just ridiculous)
-Even when I was play testing I noticed a real lack of response from the game to the player. I would have loved to add pointers showing where the enemies are, hit markers, that kind of thing. But I am not good with UI and had no idea how to make it. I will try to improve in the future.
-I made two different weapons just to show i can gave two (or more) weapon slots. You could have more types of Primary and Secondary weapons, the system is in there, i just wanted to add a dynamic and a feeling not losing hope when your ammo runs out. One being more effective on certain enemies is a really good idea, will consider it in the futute.
Than you for playing my mess of a game. This helps me a lot, knowing what my weaknesses are will help me in the future and I already started training in sound design. Thanks to you all!
And as you probably've read in the comments above, there are some "classic" bugs in here (such as the aiming that's to the bottom left of the cursor, the typical mistake there is not to take into consideration the width/height of the cursor). As for UI work... It is very cumbersome, which is why I try to avoid it in 2-3 day jams. They need the proper time and effort to make sense and I fully understand your design decisions ! However, a little bit more "metadata" and information on what to buy would have been nice, since that's in my opinion one of your core mechanics. Great entry and would recommend playing again!
Yes, i know it is not really that playable, I will try to do better in my next entry. Thanks for playing my game again!
@inkedsplat I am really bad at sound design, like relly really bad. The two sounds that are already there, rifle shooting (which is really me banging my shoes together) and pistol shooting (me cracking my belt) took me more time than I was comfortable with. And for the laser enemies... RUN!!! :laughing: