Bugs VS Bugs by AweSkyBear
Enemy bugs are approaching... Summon your bugs to save the planet (click x3 + SPACE)! Every summoned bug from your side decreases Earth's HP ! ! ! Unsummon them back with the action button on bottom-center - restore HP! Lure the bad bugs via your good ones! And FIGHT with! But thy shall make sure yo bugs are returned(!) before they diiie. NOT too long in the fight! Earth's destiny is in your hands! ... How long can you survive? Good luck, Bucaptain!
Also.. Bucaptain PLEASE PLAY IN CHROME BROWSER 📌!! .. due to the other type of bugs here :S

>>> Full Gameplay Video / How to Play Here!<<<
>>> PostCompo Gameplay Video 1 - The Experience!<<<
Controls Overview
- WASD - pan camera
- Click 3 times on empty areas and then SPACE to summon bugs - distribute the count between the 3 points
- Slider - Increase the number of bugs to be summoned
- Mouse Scroll - zoom in/out
- Mouse Middle Click - reset zoom
- Unsummon - Click the un-summon button - then hover over green (your) bugs to un-summon them back and restore your HP!
- see screenshots and video link above for visuals
POSTCOMPO ADDITIONS - Q, E - decrease/increase summoning count (slider) - F - x4 game speed / can also be controlled via the button at the bottom - 1, 2, 3 - choose the available actions - 1) unsummoning, 2) HP increment 3) Shockwave - 2 new actions: HP Increment and Shockwave - Esc - cancel the current action
Bug Alert: please play the game in Chrome (Chromium-based browsers) for now / issues with controls
Play the 2-day game Here >>> https://bugs-vs-bugs-ld55-aweskybear.netlify.app/
! ! ! POST JAM UPDATE AVAILABLE ! ! !
## Play the PostCompo (post jam) updated game here! >>> https://postjam-ld-55-bugs-vs-bugs-aweskybear.netlify.app/
Protect Earth from the bad bugs, they will eat it (lessen Earth HP):

Summon your good bugs (green) to lure the bad ones and fight them:

Note; your summoning is bound to Earth's HP! No more, no less!
Click to place 3 summoning markers, then press Space to Summon:

Use mouse SCROLL to zoom in and out / middle click to reset zoom (and pan around with WASD)

Increase slider to summon more good bugs:

Unsummon via the Unsummon action:

Dev Notes & thoughts
- I've opted out of the sound category (the track is created by me but not during the jam)
- Dev Day 1: https://ldjam.com/events/ludum-dare/55/bugs-vs-bugs/the-theme-sucked-until-it-didnt-day1
- Dev Day 2: https://ldjam.com/events/ludum-dare/55/bugs-vs-bugs/$391534
- This game was made in 2 days... I was unable to add even some of basic things I wanted.. let alone test the emergent gameplay; every minute there is progression and "new waves" of bugs ;; would you like a PostJam?
- Compo is brutal! My first one : )) To both program and draw and devise meaningful gameplay is too much to take at once (hence the no audio part)
Dev Stack
The usual suspects: Phaser3 (latest currently - 3.80) + TypeScript + obs-disp (my event-driven arch layer for rapid dev) + Webpack (bundling) + VSCode (coding): note the source code is on top of my not-so-cleaned-up template, mainly in the src/LD55 folder
Asset tools
Paint.NET, Sketchbook (phone), Walkband (phone),
Changelog
2024.04.28: PostCompo (Jam) Update - The Experience - I've listened to all valuable feedback and have updated the game to feel much better : ))) and diverse: - add HP bars on bugs - refine the way bug hitting works / more natural experience - bugs can hit only the target they are currently following (1) - refine (a few) graphics - a multitude of bugs (no pun intended haha) fixed XD - 3 new actions!: fast-forward, HP increment, Shockwave - use keyboard keys now for more things: 1, 2, 3 (activate corresponding action), ESC to cancel given action, Q and E to to decrease/increase slider - big bad bug in later waves - minor visual enhancements here and there : )) - performance is now a bit more optimal (with more bugs) - Firefox also should work now (but Chrome is fully tested) - still no sound : )) , focused on gameplay - Enjoy!
2024.04.17: Bug fixes - infinite spawning, negative HP
2024.04.14: Compo release (then reanimation time for me)
| GitHub | https://github.com/AweSkyBear/ld-55-Bugs-vs-Bugs |
| Link | https://bugs-vs-bugs-ld55-aweskybear.netlify.app/ |
| HTML5 compo (alternative, no sound) | https://aweskybear.github.io/ld-55-Bugs-vs-Bugs/ |
| HTML5 PostJam (Compo) | https://postjam-ld-55-bugs-vs-bugs-aweskybear.netlify.app/ |
| Original URL | https://ldjam.com/events/ludum-dare/55/bugs-vs-bugs |
Ratings
| Overall | 334th | 2.727⭐ | 24🧑⚖️ |
| Fun | 331th | 2.568⭐ | 24🧑⚖️ |
| Innovation | 285th | 2.886⭐ | 24🧑⚖️ |
| Theme | 280th | 3.043⭐ | 25🧑⚖️ |
| Graphics | 331th | 2.457⭐ | 25🧑⚖️ |
| Humor | 268th | 2.225⭐ | 22🧑⚖️ |
| Mood | 297th | 2.717⭐ | 25🧑⚖️ |
| Given | 22🗳️ | 30🗨️ |
I now realized the confusion - **button on bottom is Only for un-summoning** / maybe I had to add one for summoning as well :D. **Only SPACE summons after 3 (click) crosshairs**. I will have to explain why that is a bit later: I wanted to add 3 additional (button) actions in total but had time for just this one.
I've updated the description to be as clear as possible and to avoid confusion (description, video, screenshots). Thank you, guys!
On my second attempt somehow I managed to go below 0 health just fine, and so I insulated the planet in a coat of bugs so thick that not even sunlight could get through. I think that means I won :wink:

@joeshanahan it's about the same thing that I comment in the above lines: (it is not obvious) but un-summoning can "save" damaged bugs .. no damage/HP is displayed now. You have 5 hits and they happen on 0.5s. With this strategy I lasted just a bit above 5 minutes when playing today.
And yes, there are bugs around Earth HP going below 0. :D
I am planning a serious post-jam ver:
- HP bars
- additional actions (like shockwave) to deflect bugs, maybe some additional healing mechanism
- a few improvements to controla
- one very important - the bugs which are touching but NOT facing a given bug should not deal damage to it; the combination of these should improve the game, I believe
Thank you all for your thoughts and feedback. : ))
Share when *any*! And have fun.
@joeshanahan it's about the same thing that I comment I'm above lines: (it is not obvious) but un-summoning can "save" damaged bugs .. no damage is displayed now. You have 5 hits and they happen on 0.5s. With this strategy I lasted just a bit above 5 minutes.
And yes, there are bugs around Earth HP going below 0. :D
I am planning a serious post-jam ver:
- HP bars
- additional actions (like shockwave) to deflect bugs, maybe some additional healing mechanism
- a few improvements to controla
- one very important - the bugs which are touching but NOT facing a given bug should not deal damage to it; the combination of these should improve the game, I believe
Thank you all for your thoughts and feedback. : ))
Share when *any*! And have fun.
https://youtu.be/NJKVSQgn7-E?si=pIClVOYC3hTwkT0Y
Amazing video. Thank you very much for your work.
Your video is golden (feedback) to me : )))
1) Infinite bug spawning
2) Negative HP
**Please also note you need to play in Chrome/Chromium-based to avoid issues with controls (sorry about this)**
More fixes and postjam ver later.
On the downside - the pace of the game is painfully slow, and it's not convenient to call back bugs
I wish there were a possibility to restore hp, not only return survived bugs.
And I also like unique mechanics, they have lots of potential. Well done! 
Hopefully when I get time I will be addressing all in a PostJam release /;sure there will be more actions on the bottom, like shockwave and HP restoration; the pace and convenience of calling back will be sth I also think about but surele the *slow* pace is part of the idea : )) ; bug speedup possibility or time-scale is a possibility though
GL
Before I get into it, the whole design of the game is quite nice. I like the almost pen-and-paper like aesthetic, and the soothing music, even though it seemed to play only once and then stop. x) I also don't really understand why you have to spawn 3 clusters of bugs instead of allowing me to only spawn one, but that's okay. The unsummon circle also didn't seem to follow my mouse correctly at the bigger zoom levels until I hovered over the planet.
Now, while the game is quite relaxing and simple, I feel that the compo time limit may have been a bit of a problem... I had so many bugs (heh) while playing that I just have to share my experience:
My strategy was to just spawn as many bugs as possible every turn, and send them all together to each cluster of enemies one at a time. I usually managed to beat the enemies in seconds, which meant I'd have to wait quite a while until the minute passed so that more enemies would spawn. Maybe spawning enemies after each round has been totally killed would have been better.
After a while, innevitably I ran out of bugs. There was nothing I could do besides wait for the enemies to slowly get to my planet and start attacking it. However, as soon as a single hit of damage was done to my earth, suddenly I jumped from 0 to 700 health! That breathed new life into the game since now I was completely OP! xD I was spawning so many bugs that the game was even lagging!

Then, at about 8:00, I spawned all my bugs in the center to protect my earth, and the collision glitched out and the earth flew off the map! I couldn't find where earth was, and all the enemies started going up towards infinity.

So now, with no planet, I had no way to finish the game! ;w; After killing all my remaining bugs, my final stats were 18:30 minutes survived, and 2183 kill points.
Even though I had so many bugs, this actually made the game more fun for me, it kinda turned into an incremental game! Just watching my bugs absolutely annihilate the other bugs was very satisfying.
Anyway, I'm sure this game didn't turn out how you wanted, but in the end this is still very unique and charming! I managed to find my own fun, and that's pretty neat! x)

@meru Glad you like colors.. tried to be uninvasive as possible
@tamara188 That's correct, game is far from finished: 2 days was harder than I anticipated, still I feel I got quite a bit for the time I really got : ))
There will be more bugs and possible actions ones I do the PostJam!
@piero-pbes-studio Atmosphere! : ))) But yes, it's difficult to preserve the Earth.. currently Hit'n'run (Unsummon) before a bug dies is one way. I will need to provide more options for the player.
@fupi Thanks, buddy, for the awesome review!!! It's gold! I will address separately : ))
I encountered some difficulties accessing the game webpage on Netlify, but fortunately, I found a link to the Github Pages version which worked for me. It might be helpful to provide a fallback link for your game.
Well, I may need to think a second time when creating such interconnected controls and gaemplay next time :D
---
@klemen yes... hopefully less now XD
@mremmele Thank you very much for the kind words! It's really a little bit more ambitious than could fit in 2 or 3 days, it seems. Good point about the GH link : )), thank you.
**On the aesthetic**... glad you like it. : ) It's really all I *can* draw... on the phone via a ink pen tool .. or sth XD
**Some fixes**: I just "removed" the.. thing that made the game more fun to you - the mega health explosion glitch XD, sorry. But you really got me thinking - let's next add stuff that *could* increase that HP somehow. One of the things that make this game fun is actually seeing the guys marching to the next targets. : )) I have to do sth more with it!
**The compo** time limit... correct - but even with JAM my brain still would have been in jammed mode XD, so not sure if the 3rd day would be too helpful. I promise a post jam version, which I will be starting to work next (*when time* ; ((( - got some planning ready). I just hope it doesn't take forever to do.. without bugs. But will try to do it in phases - first the few cool things that would improve a lot, then anything else.
For the **too-much-waiting-between-waves**.. I am thinking of a time-scale of some sort : }
LOL - **the Earth flew off into infinity** - :smile: that's what happens when you are using a physics engine and don't set limits on some.. speeds XD . Yep, seems you spawned too much stuff on one spot that went into a catapulting effect, awesome. You won, I guess so :D
Thanks, @fupi, and stay tuned, a serious update is planned / as a separate link-to-play ofcourse. : )))
In summary: it's quite a bit of emergent gameplay, easy to code, easier to code with many bugs :D :D :D. THANKS! :bow:

@baluj Probably not :D if you are talking about the bugs-dragging-the-planet XD
Thank you very much for trying the game initially, your feedback has been precious : ))
@fupi @deformhead @baluj @notnasiul @klemen @piero-pbes-studio @meru @hammerer @tamara188 @rita-pressanykey @joeshanahan @freakyzelga @mdotedot


**New gameplay video**: https://aweskybear.github.io/ld-55-Bugs-vs-Bugs/video/postcompo-1.webm
**PostCompo game link**: https://postjam-ld-55-bugs-vs-bugs-aweskybear.netlify.app/
Definitely taking a break after these updates. **But looking to your feedback forward on**. :)) Thanks!
# ENJOY
By the video it seems more features were added in post-jam version, but unfortunately that link doesn't seem to be working for me, it's not loading ._.
I did play your compo version and the idea is quite nice. I feel like the concept reminds me of some games I played before, but unfortunately can't remember the titles right now.
I knew I had to press Space to summon because I read the description on LD page, and I suspect you were hoping to give a hint in-game with the rectangular shape around the word Summon, however I wouldn't realize myself I had to press space, w/o checking the description. Judging by the video you attached, it is still the case in the updated version. So, maybe writing a little "Press space" on in-game screen would be helpful!
The visuals are very simple, however that's not a critique as you clearly concentrated your efforts on other aspects and actually the simplicity of design works quite well imo, creating a unique look for the game as well.
I feel like that's not really my type of game, but objectively it's a very good effort for a Compo, great job! <3
Thank you for appreciating the effort! And the idea about showing little text hints is great - I just have not had the time to do it and had focused on the gameplay itself / thus only videos showing keystrokes (that's actually done via ScreenToGif's feature to show the pressed keys in a rendered video/GIF). : )
The first time I played, out of curiosity, I used up all my health points at once. Haha.
The little bug is a bit cute.
Thanks!
Ofcourse, that might not be of use if Godot's build process for the web is more complicated, where it actually takes much more time to bundle for the it, if you meant that :D ('ve never worked with it). Just my 2 cents