farm defence by yoel1234
the game takes a few seconds to load,there i no preloader.
the game is a computer game, it dosnt work on tablets and smartphones.
/////controls////////
movement = w,a,s,d or arrow keys
place farm and traps etc with mouse left click(long click and not on top of other stuff).
also left click to use sword.
build:(1,2,3,4 keys)
farm = press 1 (costs :40 credits)
spike trap = press 2 (costs :10 credits)
wood fence = press 3 (costs :20 credits)
crossbow tower = press 4 (costs :50 credits)
if anything is not clear write in the comments.
/////how to play////////
at first build only farms to build your economy(build farms only).
you can do that until wave 10 or 8.
then you build a crossbow tower on each side.
add some fences and spike trap,survive a few waves.
when you reach 900 credits you win.
the monsters are weak at the first 10 waves,after that you will need traps and turrets.
they have an attack timer so if you hit them fast you wont get hurt.
the monsters will attack farms at random, you will have a small amount of time to save the farm when they reach it.
//////devlopment experience////////
this is my second ludum dare.
i wanted to make a top down shooter. but becuse of the theme i made a top down slasher.
the genre i choose was arcade defence. its easy to implement and ive done this before (i have a tower defence framework prototype and other defence type games under my belt).
after the first day and all the bugs and proformnce issus my dom based js engine have.
i realised i wont be able to implement everything i wanted it wasnt realistic.
i droped sound effects and ui...
next time i wont be using it im moving on to phaser,it has everything i need and more, plus i can port my framework on top of it so my workflow wont change.
the code of this game is a mess becuse of time pressure usually i try to be more efficent and create reusable methods and classes.
i manged to create two behaviors before it went to hell, i had to sacrifice alot to be able to make time for everything.
writing this,uploading the game to github. creating a small 8bit track and a logo (almost two hours).
also i had to use a gif recorder to record gameplay.
i created the --game art-- on the first day, im a programmer not an artist.
in the last ludum dare it was easier i only had to implement 2-4 mechanics to create. an original game is harder to create.
and most of the time 2-4 mechanics is not enough.
but as i get used to it i will be able to take larger scope two day projects.
ludum dare have thought me alot about myself,my tools ,self discipline,staying calm under pressure,setting goals,and "finishing" another game.
this compo/jam is great for the aspiring game developer, which is a dream of alot of us.
i hope one day i will get into the indie industry and make a living from what i love to do.
------critique-------
if you have any critique shot. i know of alot of bugs. but i wouldn't mind hearing from other people.
-------previous ludum dare:------
35)
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=80283
////////contact form:
https://programingstuff.wordpress.com/%D7%A6%D7%95%D7%A8-%D7%A7%D7%A9%D7%A8/
------------bugs and error fixed--------------
*" when i buy anything, it spawn far off to the right (outside of the frame), thus at first i tho its didnt spawn. "fixed 3 hours before compo was over thank you Ghen
*player rotation problem,i think i fixed it (mouse difference between game container and global page xy)fixed 3 hours before compo was over.
----------------------update------------------------
converted my game framework to phaser and ported the game partially do to lack of time
the game is a computer game, it dosnt work on tablets and smartphones.
/////controls////////
movement = w,a,s,d or arrow keys
place farm and traps etc with mouse left click(long click and not on top of other stuff).
also left click to use sword.
build:(1,2,3,4 keys)
farm = press 1 (costs :40 credits)
spike trap = press 2 (costs :10 credits)
wood fence = press 3 (costs :20 credits)
crossbow tower = press 4 (costs :50 credits)
if anything is not clear write in the comments.
/////how to play////////
at first build only farms to build your economy(build farms only).
you can do that until wave 10 or 8.
then you build a crossbow tower on each side.
add some fences and spike trap,survive a few waves.
when you reach 900 credits you win.
the monsters are weak at the first 10 waves,after that you will need traps and turrets.
they have an attack timer so if you hit them fast you wont get hurt.
the monsters will attack farms at random, you will have a small amount of time to save the farm when they reach it.
//////devlopment experience////////
this is my second ludum dare.
i wanted to make a top down shooter. but becuse of the theme i made a top down slasher.
the genre i choose was arcade defence. its easy to implement and ive done this before (i have a tower defence framework prototype and other defence type games under my belt).
after the first day and all the bugs and proformnce issus my dom based js engine have.
i realised i wont be able to implement everything i wanted it wasnt realistic.
i droped sound effects and ui...
next time i wont be using it im moving on to phaser,it has everything i need and more, plus i can port my framework on top of it so my workflow wont change.
the code of this game is a mess becuse of time pressure usually i try to be more efficent and create reusable methods and classes.
i manged to create two behaviors before it went to hell, i had to sacrifice alot to be able to make time for everything.
writing this,uploading the game to github. creating a small 8bit track and a logo (almost two hours).
also i had to use a gif recorder to record gameplay.
i created the --game art-- on the first day, im a programmer not an artist.
in the last ludum dare it was easier i only had to implement 2-4 mechanics to create. an original game is harder to create.
and most of the time 2-4 mechanics is not enough.
but as i get used to it i will be able to take larger scope two day projects.
ludum dare have thought me alot about myself,my tools ,self discipline,staying calm under pressure,setting goals,and "finishing" another game.
this compo/jam is great for the aspiring game developer, which is a dream of alot of us.
i hope one day i will get into the indie industry and make a living from what i love to do.
------critique-------
if you have any critique shot. i know of alot of bugs. but i wouldn't mind hearing from other people.
-------previous ludum dare:------
35)
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=80283
////////contact form:
https://programingstuff.wordpress.com/%D7%A6%D7%95%D7%A8-%D7%A7%D7%A9%D7%A8/
------------bugs and error fixed--------------
*" when i buy anything, it spawn far off to the right (outside of the frame), thus at first i tho its didnt spawn. "fixed 3 hours before compo was over thank you Ghen
*player rotation problem,i think i fixed it (mouse difference between game container and global page xy)fixed 3 hours before compo was over.
----------------------update------------------------
converted my game framework to phaser and ported the game partially do to lack of time
it didnt spin correctly with the mouse, and also when i buy anything, it spawn far off to the right (outside of the frame), thus at first i tho its didnt spawn.
and also it'll be nice if the ground have some texture, cause i dont have any point reference if i'm moving or not , thats what i experience when i cant/not see the farm that i spawn
I think that the graphics could use some improvement.
I would've liked it if the player rotated properly. XD
The game would be a lot more interesting if there were different towers and different enemies.
ill fix the spawn problem.
about the texture it will probbly be in the future vertion too.
i agree it would be more fun with more monsters and towers...but i only had 48 hours. i planned for a much bigger scope with powerups and upgrades, teleporting enemy once you hit it,shooting enemy, and more...
i had to sacrifice a lot of features even basic ones like ui and sound effects.
I like the music a lot. Gives a good ambience to it. Art could get better,
I guess more tower and enemy would be great.
And it would be better with background
But it seems hard turn around in a browser, I can't facing up and attack.
A little more mechanical depth is needed for it to be more interesting.
Nice music even if it does not scream medieval!
ValiaP : yep you are an ideal player, you get it.
Kitkom :well background is one of the things i had to sacrifice to finish it. the attack is in all directions and if you have to face somthing just move the move a little more. when i move on to phaser engine i wont have this problem in future games.
Rico The Jammer :good im glad you finished it.it wasnt meant to be a hard game. the crossbows are immortal to make it easier.
when i remake it with the new game engine ill add more depth(and make the crossbow mortal).
im not a great musician but i can compose simple stuff.
medieval music with 6 instruments or more demand alot more time then i had in this compo.
i didnt want to confuse so the movement is simple you push up the character goes up.
didnt have time left for ground texture or ui or sound efects,next time il plan better.
but ill consider all that for my next games.
I've played to something like 500 credits when I died.
It was repetitive, i've read onthe description thar I could build other things but I just have one farm, don't find the input ?
I'm a newbie i think sorry if i didn't play well but you should show controls in game.
The graphics are simple but stay nice and gameplay works well but as I said is repetitive.
You should add some other enemies like big red one, ...
The audio loop is annoying :/
Otherwise great job, continue :)
It would be nice if there was a little more feedback from the monsters, like which direction they will be attacking from and how much damage they are capable of taking. At the higher levels, it wasn't clear that my manual attacks were doing much damage at all. Also, the crossbows would seem to fire a ton at first, then stop. I wasn't sure if this was an ammo or reload issue or a glitch.
The ambient part of the sound loop is quite nice, too. The farm graphics look great, by the way, just the black background is a bit dull (not that it remained black for long, with all the blue squashed circles on it :P)
Xakkar:thanks.
MrBrenan : press 1 to buy farm,2 for trap,3 fence,4 crossbow .
DifferentName :great idea, and ye it is a strategy guide. ill fix that too. thanks for the help.
jscottmiller :ye i wanted to implemt it and a mini time too...but didnt have time. did you build farms and traps? how did you reach wave 25?
bushmango: thank you.
Vaiaphraim: yes its becuse of dom elemnts proformence...thats why im switching to phaser...
ye i didnt have time to work on the music,thanks i tried to draw the best i could. didnt have time for background texture.
ye i know im the original crossbows spammer.
i will have a post mortom version in a week. im porting my engine to phaser.
there wont be any slow down or performance issue in that version .
Maybe in the future you could add an HUD with point-and-click options to build stuff, an animation for the player when he gets hurt, and I really think that this game will work better with guns/ammo and upgrades for both player and the created bases.
Keep up the good work! and sorry my broken english! ^^'