Overtime by AlexHicks

The boss wants you to pull some overtime to fight off these nasty office supplies.
Controls: Left click and drag to place down units
Game built in a custom c++ engine, this is the first time it has been put to the test for building a game.

| Original URL | https://ldjam.com/events/ludum-dare/55/overtime |
Ratings
| Overall | 546th | 3.6⭐ | 27🧑⚖️ |
| Fun | 549th | 3.48⭐ | 27🧑⚖️ |
| Innovation | 806th | 3.12⭐ | 27🧑⚖️ |
| Theme | 847th | 3.32⭐ | 27🧑⚖️ |
| Graphics | 402th | 3.96⭐ | 27🧑⚖️ |
| Audio | 269th | 3.729⭐ | 26🧑⚖️ |
| Humor | 163th | 3.84⭐ | 27🧑⚖️ |
| Mood | 413th | 3.75⭐ | 26🧑⚖️ |
| Given | 19🗳️ | 28🗨️ |
At first I didn't quite get how to defend myself. I tried clicking and thought that units will spawn eventually but they just ran out of the window. Then I read description and got it. Also I encountered funny bug where you can drag your unit (don't place it) and it will attack enemies and basically move everywhere at the same time.
Good job anyway! Keep going!
It would have been cool for enemies to have an indicator for how strong they are (Outline, number, colors, whatever), but I figured it out pretty quickly. I would have also liked to have more enemies per wave (And maybe stronger variants of the same enemy?) as I finished the game with around $1200, and never really had an issue managing money.
@heuser Thanks for the feedback! Love the coined phrase Whirlwind Wendy! Yeah balancing for sure will make it nicer, at about an hour left it was too hard and I wanted to make sure people could win the game.
@grimw0lf Thanks for the feedback!
Few wave but nicelly done. Short but great experience :)
Only minor complaint would be some feedback about when i hit the money limit.
I really like the art, especially the starting screen looks very nice.
It wasn't very difficult or challenging to complete, but it was fun to figure out which worker to use.
Well done!
Sound was also something I have never really done so I integrated that in while we make the game so our sound person could have all their work shown off. Excited to see if the next jam goes more smoothly.
And as a fellow "build your own tech" person I felt like I have to go hunting for technical bugs, and of course I discovered that resizing the window to a different aspect ratio stretches/distorts the frame and messes up the cursor position tracking :D
For the sprite sheet I basically put 1 animation on each row of the sheet so animation determines y uv and x is based on frame in the animation. Takes into account that not all animations are the same length.
@dimi-kaye Thank, you!
@litterattus Yeah still lots of work to do on resizing the window for sure :stuck_out_tongue: Hopefully something I can fix up for future jams.
@sarafilipa Thank you
Second, my experience of the game was strongly tainted by a mismatch with my screen, as shown here:
Third, well the game is a little bit basic, and I was not able to see my money or any goals, but it worked and i won \o/

If it helps you can open the project.rpg file in a text editor and change the resolution from 1920x1080 down to 1280x720 which should work for your monitor and not cause in game issues.
Initially I didnt read the game page so my first reaction to the UI was to click on the icons which ended up spawning the people on the top area behind it. Read the page afterwards though to figure out it was click and drag
Theres a bit of a bug if the game screen is resized to be different than the size it spawns at. The in game cursor moves a different amount than the actual cursor since it doesnt take the resize into effect for its movement. More noticable at smaller sizes and ended up running into it since my main monitor is smaller so had to switch to another one. For audio the sound when the $300 person reaches the end of the screen is balanced louder than everything else which takes away a bit from being able to vibe to the background music as something to adjust if you work on this a bit more post jam. Other sounds seemed fine. Main menu graphic and the fact youve got a custom cursor is great
Some post jam ideas if you continue work on the game
- A shadow below the people / enemies to add some more depth / shading to the scene
- A second frame on the mouse cursor that it swaps to when the player clicks down (so that theres more weight to that action). Could also do a third one when something thats interactable (in this case the play button and the the top icons) is hovered over and you could even do a fourth when dragging a character onto the field. Theres a lot of other stuff you could do to the cursor like messing with tweens but frame swaps tends to be the easiest thing to get in and adds a lot to the experience
- Adding a border to the circles in the top right. The rest of the UI has a 1px black border apart from those so looks a bit off currently when looking at them
- Adding some interaction to the top icons to show theyre interactable (could be something like what you did with the play button in the main menu)
Overall well made though and congrats on getting it done in a custom engine
edit: also I just realized but the little touch where the main menu changes after a run is great