Gossamer Glade by Deepfreeze

[raw]
made by Deepfreeze for Ludum Dare 56 (COMPO)

City Builder (In theory; In practice, extremely debatable!) + Shmup!

WARNING: HTML5 VERSION IS PRETTY MUCH UNTESTED! DOES NOT SEEM TO WORK PROPERLY! "Will try and fix it when I wake up". - 10/6/2024

Due to a lack of time, there is no tutorial, and upgrade requirements are not in the UI. Also extremely poor testing as I had to cram a bunch of stuff in the last minute. Boss is very much unfinished. Boss drops nectar, which is needed to upgrade the tree to win.

Options are likely broken, sound options definitely are.

Default controls: Z to shoot/select. Arrow Keys to move or select. Supports controllers. I have no clue what the default controls are offhand. In theory rebindable, in practice, not tested enough.

UPGRADE REQUIREMENTS:

Tree: 1 Nectar (Acquirable from the boss) Weapon: 10 Chitin per upgrade, and an additional 10 chitin for each upgrade beyond that. Armor: 50 chitin per upgrade, and an additional 50 chitin for each upgrade beyond that. Recruit: 20 wood, 5 chitin, and additionally 20 wood and chitin for each upgrade beyond that. Heal: 1 Mushroom, and an additional mushroom per heal used.

If population runs out, game over. This is however completely unimplemented. Thus this is on the honor system.

PATCH NOTES: v0.1.0 Fixed Mushroom crash and various mushroom related bugs. Population actually eats the meat now. Population Grows each day. Boss escape fixed. (Fly to the top of the screen to escape the boss; works after the boss is dead too.) Buying upgrades actually subtracts the materials. Dying actually subtracts a hunter as intended. Ending Background Fixed. Pausing Allowed in City and Ending (And thus able to get to the main menu from the ending; This will not work in HTML5 due to a GMS2 bug. Known Issues: Armor will purchase a weapon instead. HTML5 version will crash if attempting to buy armor. Various crashes and bugs in HTML5. Boss remains boring, unfortunately. (Unable to fix for the jam as that would require new assets and a fair amount of code)

v0.1.0c Upgrade requirements now in UI Armor costs 25 Chitin now HTML5 Armor upgrade crash fixed Various Bug fixes Stag beetle HP reduced slightly

TOOLS: Gamemaker Studio 2 (Engine) Aseprite (Graphics) Deflemask Legacy (Audio)

Ratings

Given 4🗳️ 2🗨️

Feedback

Frogman
07. Oct 2024 · 07:58 UTC
Managed to defeat the boss and upgrade the tree! On day 1 - not sure whether it's a bug or I accidentally speedran the game :) The concept of a city builder with a shmup is cool though - I did not expect to enter a totally different game upon ending the first day! The graphics here are very pretty too, and it's nice that the boss has a different music. The game wasn't very stable - it crashed both when trying to upgrade the armory and quitting - but it wasn't a huge deal. Overall, really nice entry!
LDJam user 299091
07. Oct 2024 · 08:09 UTC
The city building aspects were admittedly super rushed in the last moments of the jam, so I made the requirements for the tree upgrade just require a boss kill. The initial plan was to need various items, as well as population requirements to upgrade the tree (But Unfortunately, building houses had to get cut due to time constraints), with the final upgrade needing the nectar, but time ran out, so I had to simplify the tree. The boss only having a singular attack was also a victim of time. I'm still getting used to HTML5 exports and I struggle with debugging them. The windows version should be much more stable.
LDJam user 243489
07. Oct 2024 · 08:10 UTC
Amazing game, I love the concept so much, will you be making a post-compo version to fix some of the bugs/issues?
LDJam user 299091
07. Oct 2024 · 08:21 UTC
Yeah, I plan on fixing it up a bit post-compo. The main plan is to implement the city building a bit more as intended, with the UI actually telling you what's going on, as well as making the boss challenging, as the top priorities besides bug fixes.
ellaris
07. Oct 2024 · 11:44 UTC
I liked the art and the sounds/ music were also good, and eventually managed to get to what seemed like gameplay.

+ The city building seemed to crash the game, and I don't know if anything was happening there.
+ The boss was a nice thing but it was very predictable
+ I found myself several times wondering if I just keep flying until I die and then how much hp the boss has.
+ The "spider" that shot 3 times was a bit difficult to kill as the screen was small and had to move to it dodge it's attacks and then he was almost on top of me so had to run away.
+ In the options it seemed like several buttons had functionality, but in city building either nothing happened or it crashed, and during flight I only moved and shot.
tuism
07. Oct 2024 · 12:58 UTC
A lot of things packed into a tiny tiny space, but it doesn't feel like a lot of what would make it a unique work... works? This is why "scope down" is often repeated as the number one lesson in jams :up:
- Yeah you already know this, the entire starting experience is impossible to understand. Some of the menu selections straight up crash the game. You could have disabled them?
- The window is tiny and I didn't see any way of making it full screen or enlarging it or anything, that's no good.
- The shooter part of the game works alright, nothing very interesting. No bombs, no movement mechanics. No powerups during a level. I understand that the metagame was meant to be the main hook, but like, the main game just feels flat.
- The resources being outlined in white is a nice design detail.
- There's nothing to tell you about the length of a level, and there's so much repetition that it feels like... Something's wrong, am I supposed to trigger the end of a level somehow? Players should have some way to easily tell how long till the end of a level.
- Logic wise - you're flying, but you'll hit ground beetles walking. Other shooters have resolved this kind of thing in various ways (can't remember shooter names, but there are several well known ones that "throw bombs" to hit ground targets and you can fly over ground targets. If you wanted to have slow moving enemies that collide with the player you can quite easily just retheme the enemy sprite and change nothing else)
- The boss was also completely flat and uninteresting, one single attack, repeated forever.
- Everything is technically very competently executed. Music, graphics, animation, etc. But the game itself just isn't very interesting. Again I say - scope down, focus on getting the player to the interesting hook of your game AS QUICKLY AS POSSIBLE!
BitLuderRb7804Fr
07. Oct 2024 · 15:03 UTC
I pressed z on the workshop, and I got a black screen. Anything else I tried didn't do anything. I need an explaination on how to play this... But it looks interesting.
LDJam user 299091
07. Oct 2024 · 22:32 UTC
@bitluderrb7804fr @ellaris Ok the HTML5 armor upgrade crash should be fixed. (Crash was due to a typo, but only affected the HTML5 version, which is why I missed it.)
@tuism Yeah, time got the better of me; I tried to chase two hares and caught neither, and it shows. Xevious-style ground attacks might be a good idea for a future, post-jam build, as well as some much-needed variation.
Klaus Peter
08. Oct 2024 · 16:03 UTC
It's a broad game with quite a lot of features. I really enjoyed the music and the scenery. But as others mentioned it was difficult to first even understand what even the task is and that the gameplay felt a little all over the place. I thought maybe a smaller focus on one or two mechanics would have given the interaction of the player more meaning.
LDJam user 299091
24. Oct 2024 · 04:39 UTC
After giving it a lot of thought, I've chosen to halt development of this game after the next patch (which will make the boss actually not be exceedingly boring). I absolutely overscoped, combined with a slow first day, lead me to make some poor game design decisions, which cannot be easily rectified by minor tweaks, and it needs a whole rebuild from the ground up. I am currently working on other projects at this time, which I should put more focus on. Thus it will likely be a few years before I come back to this concept. I earnestly believe there is a good concept in here, but I executed it quite poorly.