Defend 'till the end by kjscott

Game Controls:
- Left/Right move
- X shoots
- Z return to menu after game over
Generic Pico-8 Controls:
- Player 1 defaults: Cursors + ZX or NM or CV
- Player 2 defaults: SDFE + WA
- Pause Menu: Enter or P while running
- Restart cart: Ctrl+R
- Mute/Unmute: Ctrl+M
- Toggle Fullscreen: Alt+Enter
Pause Menu Controls:
- Arrow keys to select option
- X or V to select option
- Z or C to go back to previous menu
- Ctrl+M to turn off sounds
Mobile Controls:
- Very similar except in the virtual handset the O button represents the Z key
Controllers:
- You can use any game controllers recognized by SDL with PICO-8
| Link | https://ryancavendell.itch.io/defend-till-the-end-ld50 |
| Original URL | https://ldjam.com/events/ludum-dare/50/defend-till-the-end |
Ratings
| Given | 43🗳️ | 24🗨️ |
If it wasn't for the theme, I'd have said it needs to be easier, or at least have a much more gradual increase in difficulty, but I can see why you went with having it as short as you did for the jam.
Could have done with some music, but I definitely wouldn't have gone with anything too overbearing, just something nice and chill to occupy the ears whilst you're playing.
Overall, good work! :smile:
I don't know if the earth turns that fast :slight_smile:
The difficulty is very sweet and the bleeding shoots when the earth is low on health adds creates a more tense moment.
It would have been greast to have some music, but if you preferred a nes style it´s ok
good entry!
Yeah, was set to super high spinning speed which was super simple to slow down but I just wanted to show off the world as it spun around so didn't think it was too much of an issue. If I had more time I would have put stars in the background and had them rotate too.
I did take a stab at some music but it didn't sound super great, so I spent the time adding the sound effects to at least give the gameplay a little bit of oomphf instead.
Would love if we could move faster :D
Backstory time - when I was a kid, I used to love the arcade game Asteroids, but I never knew you could fly around. So I always played at the center of the screen, just spinning in circles trying to shoot anything that came my way. This brought me back to that!
The graphics on the Earth were really nice, especially considering you did it in PICO-8.
I do wish that the player moved a tiny bit faster around the Earth, but that probably would have negated any of the difficulty.
Well done all around!
I tweaked the button press to reduce spam shooting but still leave it fairly quick, to compensate for that you couldn't move whilst shoot. I could see implementing waves, different obstacles, weapon types/effects etc. I did have a vague plan for the inhabitants themselves to launch random missiles themselves, which would be similar to an automatic second gun, but I didn't get around to implementing people so that seemed kinda silly.
I did also want to implement asteroid colliding with each other, what would mean you'd end up with a huge field of fragments which would end up hitting the world (or destroying each other, never got around to testing out that idea).
Hmm, I have a second completely unused button so I could get it to swap weapon/gun types so you can choose the weapon in the best situation and I could even add a second gun anyway by having a second (up to 7) player. That would then modify the difficulty and can do that on the fly.
Generally the game is fun, but I find the controls to be slow and sluggish at times, you have to spam shoot to get some points and the ship moves so slow so it's hard to get every rock
But it feels really good and is quite responsive so well done!
I will be looking at a post-jam version which will specifically address the movement often mentioned.
I got a max score of 116, I guess it's nice, the game feels a little bit unfair sometimes but it's okay.
I wish there were a 8-bit music with that lol.
Good job, I really liked it. Keep up the good work !
As others have mentioned, the visuals are great. Using clouds to cover up errors strikes me as a very creative solution!
It's an all-around great game.
I love the art style!
The asteroids being sent back gently was semi-accidental. When they break up they actually have a random X and y speed assigned but limited to a range of -0.5 to 0.5. If they were up close, the absolute values were likely to be a lot higher so it just happened to come out that way. I did try a few other implementations, such as trying to impart the missile speed and explosions to push them away but this ended up feeling more natural and a whole lot easier to implement.
My biggest wish for improvement is not to allow infinite shooting (so the player is rewarded for precise shots instead of always bashing on the X key). Also some upgrades for faster speed or more power.
A real old arcade game

The clouds are really nice! I love how they match the color of their shadow to whatever they're drifting over! I also dig the variety in asteroids, it's nice to not be shooting the same rock every time. Not sure how hard it is to do pitch bend with pico8, but the missle-shooting sfx got a little repetitive, and even just randomizing the starting pitch a little bit would help a lot. I really like the visual effects: missile trails, astroid explosions, etc. all very nice! It's especially cool that when a meteorite hits a continent, after the meteorite explosion fades (which is also a cool effect) the continent is destroyed and there's a giant lake there now. The planet having its own gravity well is also sweet, it's neat that sometimes asteroids get slingshotted away. Nice game, Well done!
My only gripe (and this might be personal to me) was that it felt a little frustrating that there were immediately asteroids that I couldn't physically get to in time.
Love it :hearts:
Do dark asteroids differ from light somehow?
Planet damage graphics is awesome! i'll try to implement it too)