Slower Than Sound by danielilett
A game in which you control a spaceship loaded with weapons and fight other hostile spaceships.
It's turn-based, so you and your enemy will take it in turns to attack, while the other defends. On your turn to attack, pick one of the enemy's weapons to shoot at and try to time your shot so their shield isn't active when your shot hits.
On the opponent's turn to defend, try to activate your shield just before their missiles hit your weapons. Your shield is only active for half a second, so you'll have to time it just right!
Press Q to toggle between weapons (in both attack and defend mode), and E to shoot your weapon (in attack mode) or activate your shield (in defence mode).
I'll put up a post-comp version fairly soon, as I'm aware this entry version has a few bugs. I also had to cut some features due to the time constraints, such as an overworld with random encounters rather than just a string of enemies (which I think is broken - I didn't have time to playtest it correctly, so it might be broken xD)
Most of the battle mechanics are implemented, but I'll see what I can add to this in the coming days for a postcomp version.
Feel free to follow my Twitter feed for random ramblings about games: https://twitter.com/daniel_ilett
It's turn-based, so you and your enemy will take it in turns to attack, while the other defends. On your turn to attack, pick one of the enemy's weapons to shoot at and try to time your shot so their shield isn't active when your shot hits.
On the opponent's turn to defend, try to activate your shield just before their missiles hit your weapons. Your shield is only active for half a second, so you'll have to time it just right!
Press Q to toggle between weapons (in both attack and defend mode), and E to shoot your weapon (in attack mode) or activate your shield (in defence mode).
I'll put up a post-comp version fairly soon, as I'm aware this entry version has a few bugs. I also had to cut some features due to the time constraints, such as an overworld with random encounters rather than just a string of enemies (which I think is broken - I didn't have time to playtest it correctly, so it might be broken xD)
Most of the battle mechanics are implemented, but I'll see what I can add to this in the coming days for a postcomp version.
Feel free to follow my Twitter feed for random ramblings about games: https://twitter.com/daniel_ilett
On a more technical note you probably want to turn off fullscreen in your unity player settings for building next time as your sprites and central line aren't placed in their correct places on fullscreen.
The Q button is supposed to switch between weapons (yours or you opponents) in order to attack or defend certain points, but it just happens that the first level only has one weapon for each ship and the game crashes on the second level. I was thinking of adding a note or something to explain this, but I ran out of time - again, I'll be doing a post-comp version soon if you'd like to try it out afterwards! I'll make sure different levels have more than one weapon per ship each, so that the Q button has a little more use. It's a damn shame later levels are all bugged out, because some later ones have multiple weapons per ship! I'll also add more weapon varieties, although the difference won't be huge.
Supporting different resolutions and aspect ratios is something I had a bit of trouble with - I'm working on a 1080p 16:9 screen, so during development, that's what it was easiest to test out in terms of UI. I really (really really really) need to work on the UI!
Thanks for playing though, and thanks for the feedback!