OutPost by OldDog
Dig dimands in safe time, the kill monsters when those coming; upgrade you main weapon(mechine gun) and unlock new weapons; 3 additional weapons ,5 type enemies and day and night system; holding for three days and get stronger every time you die;
try this game in web : https://bananadog1218.itch.io/outpost
view this game trail : https://www.youtube.com/watch?v=uRiXhO6PCA8
(change game speed in left up corner)




| Link | https://bananadog1218.itch.io/alainoutpost |
| Link | https://itch.io/game/edit/1730022#published |
| Original URL | https://ldjam.com/events/ludum-dare/51/outpost |
Ratings
| Overall | 85th | 4.09⭐ | 41🧑⚖️ |
| Fun | 30th | 4.231⭐ | 41🧑⚖️ |
| Innovation | 484th | 3.436⭐ | 41🧑⚖️ |
| Theme | 455th | 3.789⭐ | 40🧑⚖️ |
| Graphics | 167th | 4.238⭐ | 42🧑⚖️ |
| Audio | 134th | 3.936⭐ | 41🧑⚖️ |
| Humor | 467th | 3.044⭐ | 36🧑⚖️ |
| Mood | 345th | 3.703⭐ | 39🧑⚖️ |
| Given | 17🗳️ | 39🗨️ |
You did a lot of work there, i will play this again later love TD games.
Also if it whas on mobile i would download inmediatly :)
Thanks for this game. I love it.
Great work! I could see myself playing this more if you keep developing it after the jam.
The models and animations are really good (especially the monsters) and the backing track is really catchy.
Great job!
The lightning fence is a neat twist I don't see very often, and I like that you have some variety in the waves, so it's meaningful to blast down a group of small enemies just with the laser.
I liked the audio and art, but especially the addictive game play. Great entry! :)
Really really good job
I love the use of rouge-like progress saving with the gem upgrades and the simplistic game-play is so well done. One of my favorite jam games of all time for sure
Awesome all around
super polished, nice graphics, intuitive and bugless interface, i loved playing it!
only issue for me was the sound effects were too loud compared to the music, and i end up lowering my sound a lot just to not be assaulted by sound.
great entry!
Let me say right away that the feedback below is not negative, I really liked the project, I spent a little over an hour in it, so I wish you would improve it and release it as a full game. My English is very bad, so I translated at DeepL to make the feedback as informative as possible. The review is based on getting through 2 game days (~35 waves), so I could not get through to the end of the project.
Certainly the visuals, gameplay cycle, revealing the theme at the top, I think this has been written about before me. The game gets ranks of 5 everywhere.
I think in a game like this, it makes sense to do a "pre-purchase" upgrade, as is done, for example, in the game "Legion TD 2": the player presses "L.Shift" and clicks on the upgrade that he wants to buy in advance, so that instantly it is acquired when the coins accumulate. This is due to the fact that later waves physically do not have enough time to pump through all the tabs.
 
There are a lot of issues with the game design:
1) Some waves do not give out coins for killed opponents, which hurts the economy and does not allow you to level up. There is a feeling that this is more of a bug than a game-designer's solution, that the prefab of a particular enemy or a particular wave does not issue coins.
2) Range upgrade. After a certain stage of pumping this item the player does not see the result of this pumping visually. Maybe it makes sense to zoom out the camera after each pumping and, together with the radius move spun enemies to the edges of the radius, which together will allow the player to assess the situation and make more accurate decisions in pumping.
3) There is no tower regeneration improvement in the global progression. Although all other items are present. Might make sense to either remove the whole category at all, leaving only the basic improvement turret, or add the regeneration also to all.
4) Difficulty curve. Had the feeling that the developer has deliberately made 15, 18 and 20 waves overcomplicated, to stretch the gameplay. This opinion was based on the fact that their passage had to spend many times more resources than the later waves. Plus, it sometimes happened that on the second passage of the enemies killed the tower, even if previously this wave passed without any problems, which leads the player to think that sometimes there is no correlation between improving and passing a wave.
5) The balance of unused crystals is not saved when you pass the game again, which also hurts the economy. With gameplay like this, every crystal can affect success.
6) Improvement of the total number of lives. It seems to me that it might make sense to raise new lives to the maximum at once, rather than just mathematically increasing that threshold. This would give an extra gameplay cycle where the player is not just scrambling to pump, but waiting for the lives to drop to the minimum to use the pump as a first aid kit.
7) When opponents are close to the tower, the probability of losing increases exponentially. Maybe I should have added some melee attack/defense types.
8) I'm not entirely sure about this point. I got the impression that the opponents keep attacking at close range all the time until the tower itself is destroyed. If this is the case, it might make sense to make it so that the enemy is destroyed and deals fixed damage once, as is done in most tower defense games.
9) The player does not affect the extraction of crystals. Maybe it makes sense to add pumping the mine itself and the workers who mine the crystals to add an alternative improvement, where the player wins not at the expense of the reaction of clicks, but economically through the global progress.
Bugs:
1) At some points in the AOE tab, the improvement is not highlighted as active, even if there are enough coins for it.
2) After improving lives to 100+, each upgrade does not increase by 0.25, but by 2. Either something in the code after 100 starts working wrong, or the UI does not show the change in the upgrade step.
3) After the onset of defeat remains possible to improve the tower, though the usefulness of this zero (a minor flaw).
4) Rockets after the onset of damage continue to shoot and loops in the firing, a sort of round of rockets to an unkillable target (a minor flaw).
Suggestions:
1) Controversial point. Saving the speed of the game on the second playthrough. Caught myself in a bit of a rut to have to switch speed to x4 on restart.
2) Ability to edit sound volume or/and a button to turn it off. After a long stretch of time I had to use a tab in my browser to mute the sound so at x4 speed it was starting to get distracting.
3) If you decide to continue to do the project and the vector of development will not be in the direction of hyperkazualnyh games, it may make sense to give between waves of the player himself also run on the location, where there will be points of interest. Then the project through the gameplay cycle will resemble the game "Protolife" https://store.steampowered.com/app/809440/Protolife/, a prototype of which was made by the way on Ludum Dare 38.

General summary.
You have a very addictive and interesting project. You covered the topic well. I wish all the best and would like to see it developed. I understand that some people don't have time to do anything in that amount of time, and here is a whole interesting game. Probably because I liked the game so much, I wrote so much not as a developer, but as a potential future buyer of your game. Again, I really liked the game and I wouldn't want my feedback to cause you any negativity, you're very good, keep it up. Good luck!