The Remaining by Fenerax

[raw]
made by Fenerax for Ludum Dare 46 (COMPO)

The Remaining is a post-apocaliptic tower-defense game. The world had been infected by mutant creatures which are destroying whats left of humanity. You must protect your settlement from every stronger waves of mutant creatures. How long can you keep them alive..?

Controls Camera Move - Right-Click + WASD Pan - Right-Click + Drag

Building Place - Left-Click Cancel - Right-Click

Village.png

Attack.png

Flamethrower.png

Ratings

Overall 561th 3.395⭐ 21🧑‍⚖️
Fun 564th 3.237⭐ 21🧑‍⚖️
Innovation 956th 2.684⭐ 21🧑‍⚖️
Theme 205th 4⭐ 21🧑‍⚖️
Graphics 115th 4.105⭐ 21🧑‍⚖️
Mood 582th 3.132⭐ 21🧑‍⚖️
Given 14🗳️ 17🗨️

Feedback

syo
20. Apr 2020 · 10:05 UTC
I love low poly graphics without textures. It looks good. The sounds are sometimes very harsh, and so on the whole a good castle defence! Mutants will not pass!
dan-one23
20. Apr 2020 · 10:09 UTC
Nice game. The graphics are really good.
Bakob
20. Apr 2020 · 10:13 UTC
Nice game, but its quite hard to earn enough money to keep the defence up and if you restart the game you don't get any money to start with. After some minor adjustments this game would be great
Westmave
20. Apr 2020 · 10:18 UTC
Nice little Tower-Defense. I love the Graphics and Animation, especially in and around the village. I had a lot of fun, but I think the pause between Waves is a little to long. It kept me from playing a second round.
Rakowu
20. Apr 2020 · 10:49 UTC
Great art and gameplay. Camera movement nice and sooth. Great :) Only get to wave 4, im sucking in this game xD
Week of the agents
21. Apr 2020 · 11:25 UTC
Simple idea, simple lowpoly models, sumple color materials and all fit together perfectly! Some disbalance (missile launcher is useless) but that is common problem for 48 hours games.
Week of the agents
21. Apr 2020 · 11:26 UTC
Top level idea with hp bars )
Baptiste Barreyre
21. Apr 2020 · 16:08 UTC
Nice game, I just think that the ennemies are a bit long to come
Istalri
21. Apr 2020 · 16:18 UTC
The graphics are nice and it's cool to see new creatures wave by wave. I thinks the atmosphere can be a lot better with some ambient sounds but for a game done in two day and in solo, it's already really cool.
Zukas
24. Apr 2020 · 06:17 UTC
I've really liked the style and simplicity of the graphics, it all felt aesthetic. I perhaps only missed some simple QoL features such as fast forward.
KevTukk
24. Apr 2020 · 16:36 UTC
Low-poly graphics, my favourite! And they look really cool. And I like the selection of different creatures you need to fight.
The sounds are basic but they fit well and the canons have a nice punch, I like that. :smile:

I just think the game is way to slow for a tower defense game. That might be on me because I am not a big fan of those, but if the enemies would spawn maybe a bit more often or maybe more in general, it would feel a lot better in my opinion.

But still, great job, the graphics are nice and the mechanics and the enemy-selection is solid! :smiley:
Lestat
25. Apr 2020 · 06:20 UTC
Cool low poly graphics and particles. Fun game, and it fits the theme. Good job!
icxon
25. Apr 2020 · 07:04 UTC
May I ask - do rig your models or animate them in Blender?

For some reason I've got KKnD vibes from this game. Which is cool!

But I failed too >_< here is how:

https://youtu.be/de8CTavFn0I
SomethingWithEd
25. Apr 2020 · 10:10 UTC
I like the enemy variety and the graphics. It is also a nice detail that the bugs spawn behind the rocks and don't just appear out of nowhere. However, the distant spawing locations lead to a slow gameplay.
🎤 Fenerax
25. Apr 2020 · 11:26 UTC
Thanks for all the great feedback, the waves spawning slow was something I had found when play testing I tried increasing the speed of the enemies but that didn't look great and caused some pathfinding issues. I think the best fix would be to move the mountains closer and to spawn the next wave when a few enemies remain so the time gap would be smaller. Unfortunately as it is with game jams I ran out of time to do this :)
🎤 Fenerax
25. Apr 2020 · 11:29 UTC
@icxon the models were modeled, rigged and animated in blender then exported for unity. I had to look up a lot of references how bugs legs actually walked cause I had no idea :)