Attack of the Yellow Things by Beelzeboss
Weird yellow things are attacking. Survive for as long as possible.

How to play: 1. Move - Click on free cube 2. Attack - Click on enemy in range 3. Use ablility - Right mouse button
Ship Types: 1. Light - Has 2 actions per turn. Can permanently buff attack of allies in range 2. Heavy - Does a lot of damage 3. Artillery - Does even more damage from farther away 4. Foundry - Can create light ships 5. Support - Can heal ships in range



Random notes: This is my first jam in a while so I'm happy that I finished. Wanted to add highscores, but i don't think the game has that much replayabillity. The game didn't turn out that well since I was to mentaly exhausted to balance the gameplay. The game kind of looks/plays like rtsClicker - my first jam game (LD41), which is cool since this game is kinda my first in a while, like a new beginig. I think next time I will try to make a more action oriented game since there is less need to balance and have a functioning brain by the end of the third day. I wanted the garden theme to win since I had some cool ideas for the theme, might do it for fun after resting for a couple of days. Why are you reading this XD.
| Link | https://beelzeboss.itch.io/attack-of-the-yellow-things |
| Original URL | https://ldjam.com/events/ludum-dare/50/attack-of-the-yellow-things |
Ratings
| Overall | 1355th | 2.7⭐ | 22🧑⚖️ |
| Fun | 1346th | 2.425⭐ | 22🧑⚖️ |
| Innovation | 1208th | 2.675⭐ | 22🧑⚖️ |
| Theme | 1334th | 2.7⭐ | 22🧑⚖️ |
| Graphics | 1131th | 2.929⭐ | 23🧑⚖️ |
| Humor | 1135th | 1.833⭐ | 20🧑⚖️ |
| Mood | 1329th | 2.405⭐ | 23🧑⚖️ |
| Given | 34🗳️ | 29🗨️ |
It's a nice concept, I'm sure it can get so much better if you keep working on it!
The camera feels stuck, maybe the player should be able to move it.
Great work!
By the way, if you don't like the theme, feel free to ignore it! It's really not mandatory, even if most people choose to follow it.
(i did'nt rate you on humor, because your game is not really humoristic, you should maybe opt-out of this category?)
The balance needs some adjustments imo. As some pointed out the camera feels strange at times - i figured out that you can move it with mouse-to-edge but it doesnt work towards the bottom for some reason.
I think you choose a very ambitious project for your first LD. It is generally worth it to scope smaller but finishing more polished. With that said i think its really astonishing that you finished. I remember failing my first two jams because of time/scope problems - so good job in any case!
Hope to see you next LD as well.
Edit: Sorry didnt see its not your first LD xD - didnt mean to belittle or something
Also as mentioned already it can take quite some time until the enemy turn is finished. I didn't even know why I couldn't control my units until I discovered the zoom and saw the other enemies moving :smile:
As for turn based strategy I really like to have all the information I can get. Which enemy moves next (attack order), what is its attack range, what does it attack with, actual damage and hp values. Same for the units the player is controlling.
Still an interesting concept. But maybe too big of a scope for a game jam. Anyway good job and keep it up!
First, the game is totally unbalanced which I understand is kind of the point, since losing is supposed to be inevitable, but it just feels bad for this type of game. I think you can balance it by giving the player units a lot more action points. Let the player kill multiple ships each turn, maybe even enough to clear the map until they start to feel comfortable with the different ship types and their abilities. Then just start spawning enough ships to make winning impossible. You should also add some sort of cover in the world so the player can get strategic with their movements. Give the player enough of a chance to survive so they don't feel like there was absolutely nothing they could do to last just one more turn.
Waiting for your turn is also kind of annoying since there are so many enemy units. I think you should speed up the enemy movements so that the player isn't waiting so long. The actual wait time isn't that bad but it feels bad because of how short your turn is compared to the enemy. Giving the player more action points to extend their turn could remedy this
The current/next UI element is kind of pointless since you don't know which enemy is which and you can't really do anything with that information anyways. I found it distracting at the beginning and it definitely added to the confusion.
As for positives, the graphics look nice, especially the particle effects. Moving your ships, issuing attack orders feels responsive and satisfying. You have a good game here but with some issues that you could hammer out if you decide to keep working on it. Good job making this in 72 hours
I do think that the map could have been visually simplified by reducing the space between cubes.