Tamago by brunosly

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

* Source Code:* https://github.com/brunosly/Tamago-LudumDare46

Download: https://biosuco.itch.io/tamago

Web: https://biosuco.itch.io/tamagoweb

WARNING! If you are playing web, please make it fullscreen or the interface may get sad.

A infinite tactics game where you must protect the egg of life as hordes of enemies start coming. You have four class with different status and some skill. Traps can be exploded attackign them or by waiting 5 rounds.

Twitte me at twitter.com/biosuco

Controls: Mouse to select options and characters. Esc to cancel. When you die, press R to restart

This is my first Ludum Dare and wow this was intense. Made with Unity

Ratings

Overall 752th 3.184⭐ 21🧑‍⚖️
Fun 862th 2.816⭐ 21🧑‍⚖️
Innovation 377th 3.474⭐ 21🧑‍⚖️
Theme 354th 3.842⭐ 21🧑‍⚖️
Audio 616th 2.868⭐ 21🧑‍⚖️
Mood 783th 2.868⭐ 21🧑‍⚖️
Given 19🗳️ 11🗨️

Feedback

oxlox
20. Apr 2020 · 03:35 UTC
Had a lot of fun playing this, good job! Just a note though, the music track stopped after a while while I was playing.
🎤 brunosly
20. Apr 2020 · 03:45 UTC
@oxlox Thanks for the feedback! Now that you said it, yeah I forget to do it loopable hahaha.
PrincessChooChoo
20. Apr 2020 · 03:58 UTC
Nice to see a tactical game here.

A little bit slow to get going, and the interface is a bit fiddly, but quite interesting :slight_smile:
🎤 brunosly
20. Apr 2020 · 05:17 UTC
@princesschoochoo I suffered a **lot** with the interface creation and it's implementation.

Thanks for the feedback!
Harry Alissavakis
20. Apr 2020 · 10:00 UTC
Nice tactical game there, good job! Quite interesting to see the different skillset of each block, I bet that can be expanded to make a bunch of interesting mechanics!
Ramo
20. Apr 2020 · 11:24 UTC
The interface reminds me a lot of this japanese PS1 gem: https://psxdatacenter.com/games/J/E/SLPS-01121.html, but with a different gameplay. I like your game!
CaptainAbi
20. Apr 2020 · 13:58 UTC
Interesting game! After a couple of minutes each block had a personality in my head :)
A-312
20. Apr 2020 · 16:09 UTC
The solution to keep alive the big eggs: Don't move :joy:
Chicken Castle Artwork
21. Apr 2020 · 04:35 UTC
Once I played a bit I understood how to play and can see myself really enjoying this. Perhaps put some instructions at the start e.g. R to restart, plus let the player know you only get two turns for each block you control (I found this out quite late and disappointedly passed my turn too early for a good part of the game - I only made it to level 36!). Little bit annoyed that I blew up my trapper - didn't realise the bombs would kill my trapper too.
With a few more intructions I would play again.
In awe of how people do it all in such a short time. Well done! It's our first time too :)
🎤 brunosly
21. Apr 2020 · 05:30 UTC
@harry-alissavakis thanks harry! Yeah my plan is to expand with more classes, enemies and some extra mechanics to do a commercial release later in the year.

@ramo wow never heard about this game haha Will try to find a rom to play It.

@captainabi glad you enjoyed It!

@chicken-castle-artwork yeah the game need a lot of work on feedbacks. This two days were ultra intense and I seryously overscoped.
kiguel182
24. Apr 2020 · 19:46 UTC
Really nice game and it's a solid base to build on top off. Interesting units and mechanics. Also really liked the visuals, really clean and pleasant. Awesome game.
cheesepencil
05. May 2020 · 01:02 UTC
Did you use wolfram to generate the song or did you compose it yourself? I, too, had a kinda short song that I forgot to repeat in my game lol just wondering. GG you put quite a bit of effort into the UI for a compo game, few people have that dedication and here you are. Well played.
🎤 brunosly
05. May 2020 · 02:25 UTC
@cheesepencil I used this tool here for procedural generation.
https://pernyblom.github.io/abundant-music/index.html
Didn't know that wolphram could also compose lol good one.

Thanks :3
Empty Set
05. May 2020 · 06:37 UTC
I like the concepts here. I think the pace is a bit too slow - the board/map is quite large and empty, and the fact that the enemies only move 1 tile per turn is awkward, since you end up putting your units where you want them and then repeatedly pressing "end turn" until they finally get close.

It would be nice if there was an indication of whether each unit had acted yet, plus maybe make it so your turn ends automatically when they've all moved - I was often unsure whether there was more I could do this turn or not.
Jupiter_Hadley
18. May 2020 · 16:31 UTC
Interesting game. I included it in my Ludum Dare 46 compilation video series, if you want to take a look. :) https://youtu.be/N721nAhkovk