Colony Defender by Henrik Ganard
In Colony Defender you are the last surviving colony of Persephone 7, hidden away in a remote asteroid belt the colony has managed to hold out for months. Time is about to shift as the empire of rising moon has finaly found your location and is sending in its full armada. You the commanding officer of the colony must save as many colonists as possible before the inevitable happens...
Gameplay
-Placing towers for defense. Costs coins and colonists.
-Send off escape pods to rescue colonists.
Now, the only question is, how many colonists can you manage to save at cost of building a defense?

Web GL
This is a 3D game, optimized to work well in WebGL, so that you can play it in your browser.
| Link | http://studionorrsken.com/ld50/play.html |
| Original URL | https://ldjam.com/events/ludum-dare/50/colony-defender |
Ratings
| Overall | 823th | 3.438⭐ | 42🧑⚖️ |
| Fun | 848th | 3.238⭐ | 42🧑⚖️ |
| Innovation | 769th | 3.231⭐ | 41🧑⚖️ |
| Theme | 784th | 3.577⭐ | 41🧑⚖️ |
| Graphics | 610th | 3.756⭐ | 41🧑⚖️ |
| Audio | 464th | 3.514⭐ | 39🧑⚖️ |
| Humor | 1055th | 2.207⭐ | 31🧑⚖️ |
| Mood | 587th | 3.571⭐ | 37🧑⚖️ |
| Given | 50🗳️ | 63🗨️ |
Some ideas for improvement:
- When all my ships have escaped, take me to the Game Over screen with a report card. Currently, the game just keeps going and that's lame.
- The different turrets should look different. I know this is a game jam and all, but at least make them different sizes and colors so I know what I've placed! Also, I had a hard time telling if they were doing more damage or not :/
- Building escape pods manually feels pointless right now, it should just be automated unless something changes in the game's design. Maybe they did cost something to build, but the currency system was so out-of-whack that I never felt poor.
- Having an auxiliary competing objective would make this game much richer. Right now it's just "defend defend defend and crank out escape pods." But for the game experience to feel more rich, I need decision to make. The decision could be (e.g.) trying to move the main ship to mine new resources. This would force the player to think about their global turret layout and not just encircle one home base. It may also solve your infinite currency problem :)
Thanks for sharing this, it was quite fun!
* I'm not quite sure what triggered the end card? I still had colonists left and my base wasn't destroyed(I don't think). Is there a timer? if so it would help to see that.
* There is overlapping text on the "How To Play" screen.
Nice work :)
Overall, nice job.
wow what an awesome soundtrack!
best time I had on Ludum dare so far.

way too much fun
Anyway, i can imagine myself to immerse into it a bit more. Good game, thanks.
In terms of graphics, I enjoyed the aesthetic, but I would change a few things:
- The background is a cubemap, so a seam is visible at the edges. Using a flat image or a skybox will improve the look of your game
- The irregularly scaling of some rocks stretches the texture, making it look distorted. Consider using a tileable texture to keep the correct aspect ratio
- The rock meshes also had visible squares on the surface. Smooth shading should fix this
All things considered, this is a pretty nice game, and could be really fun with a few balancing and quality of life changes. gj :)
Although it got laggy at the end, and I can see why. Guess my strategy isn't the most optimal one.

Amount of coins gets very high very fast so you can place as many turrents as you want very soon

After colonist reached 0 I expected it to end, but I had to wait around. I suggest tightening up the game loop here. And maybe moving the escape point for the pods?
All in all it was a great experience, and a project I am sure you can expand on if you wish! Good job!
Clear balancing issues aside, this was very well done in terms of polish and controls. The camera controls were awesome and the UI looked good and worked well. I didn't find any bugs which is a rare feat for a jam game.
The gameplay did suffer I think from the openness of the map. Something about the enemies coming from all directions and spawning from empty space made it hard to come up with some sort of strategy. If placing turrets actually cost a reasonable amount of coins, I feel like the game would be very difficult and unfair. You can't anticipate where the enemies will come from and if you don't have enough coins you can't react to them either. So it would just be a matter of time before an enemy spawns in an area with no turrets.
To counteract this I think you would need at least some kind of mobile turrets, or ships that you could issue orders to. If not attack orders like an RTS, you could just issue move orders. If you make the game based on rounds or waves, you could allow the player to make a few move orders before each wave starts. It would also be good if you included some kind of visual indicator of where ships will appear. Like a wormhole or something
At my second try, all the escape pods I sent went through the exit, there was no human in the main base. Only turrets were left. Once again, the game ended abruptly without any reason.
I was imagining these last humans, inevitably lost inside their turrets. I wanted to see them fight to the last of them. Not for surviving, but to make sure the escape pods would leave in safety, and for revenge, and for honor. I wanted to see the main base finally destroyed by all these evil enemy ships. But I had nothing of that. The game just ended and I was disappointed.
You could have displayed some story texts each time an escape pod goes to the exit. For example when you save 60 humans, the text tells : "all the families who have children have been saved". Then, after 200 humans : "all the civilians of the base have been saved". You could also add some ironical text. After the first pod escaped, you could display : "All the richest people of the base are safe, they are happy and they thank you !".
I thought escape pods could be attacked, so I built turrets all along the path to the exit, but it was unnecessary. Escape pods can only be momentarily blocked by enemy ships.
That would have added more depths to the game if escape pods were vulnerable. Then I would have to make more difficult choices : "Do I launch a pod now, as I'm not sure they will survive ? Maybe I should launch it later, but the situation may be worse, or the base may be destroyed."
The attention I had to give to escape pods was quite limited : when the button "escape pod ready" is available, I click on it.
I read the previous comments. People who spammed lots of turrets because they have lots of coins missed the purpose of the game. We have to put as fewer turrets as possible, in order to save as many humans as possible. However, even with this game mechanic, the coins are still earned too fast. Very early in the game, we have so much of them that we don't have to make the choice between turret types. We always choose beefy and expensive tier-2 missiles.
The 3D is beautiful and well done, but is totally not used. The game mechanics just use a 2D board represented in 3D. I put turrets inside rocks, and also turrets colliding other turrets. Maybe these bugs would not have happened in a real 2D board.
Your game is built on an original and frightening idea : the choice of sacrificing humans in turrets, to save other humans. It's really interesting. But I'm sorry to tell you that your game misses lots of opportunity to force us to make difficult choices, and to have emotions and empathy toward those humans to save.