[WebGL/HTML5] Field Supply by leorid
Deliver Ammo, Repair Tools and Medikits to the stations to keep them running. Survive hazards on your way. Decide which station is most important in your current situation. Buy cheaper upgrades or spare for more valueable ones. Finish the mission before getting overwhelmed by enemy attacks.
Finishing the game can take a while, depending on which upgrades you choose. Can be played with WASD, Arrow Keys or gamepad.
All graphics and sound made by MelekTaus using Photoshop, Bfxr & Reaper. Game Code, Dialogue Lines made by me. All assets were created during the jam.
Actually, we should know better by now, but again we chose quite a big scope for the project and got in a hurry polishing all the features. But we actually completed all tasks, even some of the "nice to have" ones.
| Link | https://leorid.itch.io/field-supply |
| Original URL | https://ldjam.com/events/ludum-dare/53/field-supply |
Ratings
| Overall | 221th | 3.944⭐ | 29🧑⚖️ |
| Fun | 518th | 3.519⭐ | 29🧑⚖️ |
| Innovation | 316th | 3.667⭐ | 29🧑⚖️ |
| Theme | 275th | 4.204⭐ | 29🧑⚖️ |
| Graphics | 240th | 4.204⭐ | 29🧑⚖️ |
| Audio | 283th | 3.722⭐ | 29🧑⚖️ |
| Humor | 589th | 3.074⭐ | 29🧑⚖️ |
| Mood | 542th | 3.593⭐ | 29🧑⚖️ |
| Given | 42🗳️ | 20🗨️ |
I liked the different attacks
- my favorite was the sniper one, as you can risk more or less and try to find a route through the bushes to not need to stop, there was some skill in learning how much you could risk.
- the mortar field felt inconsequential, even without armor running through was mostly ok
- the mines felt worst as the reveal range was fairly short, it meant you had to stop a lot and made it the slowest one
It felt both long and relentless, as I had to keep delivering and making painstakingly slow progress, even with the maxed mining speed.
The rhythm at which stations went down was in my opinion too high, very often I would go refill a station only for it be downed 2 seconds after I left.
That caused me to be unable to upgrade for the last 3-4 minutes of the game as the research station was downed immediately every single time.
The upgrades also felt a bit weak, despite being able to carry way more and having upgraded the station defense and package quality, I could barely maintain a single of the station needs to the max.
I liked that each station served a different purpose though, it gave a sense of choice on to what to prioritize when multiple of them are downed.
I would often be a bit too hasty and leave while giving the items, which made the station not give any research point. Though I had more than enough to fully upgrade (except for the last level as the research station kept dying haha)
The npc dialogs were funny, they made each trip a little less repetitive, at least until you've seen every line. And I liked they revealed how to approach each attack, although I did not end up needing the tips, I think it's a cool way to add a tutorial.
Overall I think it only misses a bit of polish on the balancing/difficulty but it's a very solid game ! Congrats !
I echo what some people said, the game is pretty darn tough. I tried a hand full of times and the mines and snipers were crazy hard to get passed before my base was dead lol. BUT most games dont get me to try again so many times so take that for what it is!
Great work :)
Crazy how much was accomplished within one weekend, great job!
I haven't made a game like this before and balancing came a bit short. It still puzzles me why it takes so long to finish it, the Timer is set to 7min without upgrades - first upgrade doubles the production speed (3,5min) second upgrade triples it (2,3min) but because the station is offline or the player is in a pause zone so often, it takes seemingly forever.
One tip would be to get the Loan Upgrade (extra upgrade point per run) as soon as possible.
Feeling weak despite upgrades has to do with the enemies scaling in the same 7min to about twice their strength - just that those 7min are not paused when the mining station is offline. So the hectic gameplay where stations constantly break down should have happend when the player has already (almost) all upgrades and can ignore the research station. But for some reason everything is slightly off and the hectic gameplay isn't just at the end but basically throughout the whole game after a few minutes in.
Snipers got the most attention. They were the worst enemy on day2 and I tweaked them multiple times. Awesome to hear that the tweaking was worth it.
> I would often be a bit too hasty and leave while giving the items
Actually the other bases are also safe zones where time stands still. But IDK how I would communicate this to the player properly.
Thanks a lot for playing :D
On my first attempt I did not go for the loan upgrade and eventually got way behind, everything was 100% empty.
So on my second attempt (the winning one) I bee lined this upgrade, only bought carry capacity before it haha.
It makes sense the enemy are scaling yeah, I think it could be interesting to have them scale on a delay compared to the player, so when you get an upgrade you're more powerful for a short while, and then they have a sudden spike of level up and become hard again until you get another upgrade. This said it didn't specifically bother me while playing.
Yeah it felt like the constant "everything is falling" could've happen later, but on the other hand, without constantly having something that needs you, the pace could've suffered until it started being hectic. In the end it might not be an issue apart from lacking a tutorial/introduction moment while you're still learning what to do and launching you straight into it.
I did notice the stations were safe zones actually, but still sometimes couldn't resist the urge to leave immediately haha.
Maybe could make them into an underground bunker, so when the player gets there it visually changes the environment, maybe tones down the SFX of the battlefield, it could then give a feeling of rest. Though it's not the like 6 points I missed that would've changed anything, I was stockpiling on those by the end anyway.
Not sure if it's related but not getting the points only happened on the defense station. Maybe it's just because it's vertical, so it was less obvious where the invisible line to get into it was.
We have learned so much through this jam. And we'll learn even more, especially when we get such an extensive and detailed playing experience from you. That's what I call constructive feedback.
At this point I would like to say: Thank you very much, seriously :heart:
The only -small- drawback is the difficulty curve, a bit too hard at the start, and too easy at the end. Maybe add new, more dangerous, obstacle types after some time, to make the endgame more challenging.
https://youtu.be/0LdDwOAkfzc?t=12150
The music gets repetitive quick, but the sound FX are solid. Graphics and controls are really good and smooth. Great work!