Micro Wars by OddballDave
A Game By David Williamson

Description
Control your nanobot and kill viruses by circling them. There are six different enemy types of increasing difficulty. Some can only be circled in one direction, and some need to be circled twice to register a kill.
You can get a high score in either kills, or time survived. Post your top scores in the comments. Unfortunately it doesn't save your high score as I couldn't get that working in time.
:information_source: controller recommended.
Made with
Godot
Clip Studio Paint
Sfxr
Audacity
Enjoy :8ball:
| Link | https://oddball.itch.io/micro-wars |
| Link | https://oddball.itch.io/micro-wars |
| Link | https://oddball.itch.io/micro-wars |
| Original URL | https://ldjam.com/events/ludum-dare/56/micro-wars |
Ratings
| Overall | 26th | 4.143⭐ | 23🧑⚖️ |
| Fun | 53th | 3.905⭐ | 23🧑⚖️ |
| Innovation | 22th | 4.167⭐ | 23🧑⚖️ |
| Theme | 180th | 3.55⭐ | 22🧑⚖️ |
| Graphics | 6th | 4.548⭐ | 23🧑⚖️ |
| Audio | 96th | 3.548⭐ | 23🧑⚖️ |
| Humor | 233th | 2.5⭐ | 20🧑⚖️ |
| Mood | 65th | 3.833⭐ | 23🧑⚖️ |
| Given | 18🗳️ | 21🗨️ |
- The core idea of surrounding an enemy to kill them is really cool! I like the idea of pushing for many kills at once - risk and reward. But there doesn't seem to be any incentive to do a combo kill right now, which is a shame, and I feel like should be a core design consideration.
- I'm not sure how the spikey ones work, it's not really clear what their "thing" is.
- Some variation in player powers and such would go a long long way.
- This feels like it has the bones of a roguelite something or other with powerups and stats etc.
- The controls are not fine enough, at least on keyboard. Being able to move slower, accelerating up to a speed over a longer time might help. Or just controller support I guess.
- The circle around the whole arena is a nice touch, gliding along the edge feels great.
- On THAT note, I would like to see some kind of warning before an enemy appears right on edge, as right now you can die without warning if you use the edge, and I just like the edge too much to feel like I shouldn't be able to use it. without adding more UI, you could have an invisible round wall which you can glide along, and beyond that you can see enemies appearing.
- The music is a bit annoying :p
@tuism I think spiked can be surrounded only one way (counter clockwise?)
Also... Linux build :clap:
the graphics of it makes you feel like you are playing it on an old device which makes it feel so cool!
the mechanic of the player having to go around the objects is innovative but can get pretty hard pretty fast especially when more enemies spawn and that was a little bit unpleasant for me...
but overall i liked it a lot and it was polished pretty well in 3 days! great job!
Nonetheless, the art is really nice, it fits the idea. The music gets a bit boring after some time.
The concept is cool and I hope you are going to fix the controls as I would like to give it some more time.
Apart from that bug, I think the idea is clever. I liked to circle around enemies in certain directions.
The game has neat looks and after reading instructions it was clear what I had to do. Only gripe in the mechanics is the same that @tuism already mentioned, that there could be some way to tell if an enemy is about to appear to some edge so there wouldn't be cheap deaths.

It looks amazing. The texturing surrounding the scope viewport is really nice and the shader magic going on inside the scope itself is very pleasing.
The gameplay itself is mostly really nice and I like how you were able to get a lot of variation out a single movement mechanic and the visual indications you went for with the circles and arrows around the viruses. Very elegant!
I did struggle a lot tho, to a large extent because I ran into the same issue as others in the comments. :( With arrows/WASD it was relentless and I kept stopping dead in one direction or another (seemed to happen mostly left-right, not so much up-down if at all). I tried with a controller too and it was better but still seemed to be there to some extent. Overall I felt the inertia was hard to get a hang of and I don't know whether that was due to the bug or inherent to the game. Would've liked more damping I think.
I also got confused as to the mechanics of defeating the viruses. Sometimes I'd have to circle the first type of enemy up to 3-4 times even if the circle was gone. I was thinking it had to do with the little arrows that seemed to point inward sometimes and outward sometimes but often I was unable to defeat the same type of virus with the same type of arrows twice in succession the same way so I just don't know and I feel like I might just be thick! :')
Disregarding that—which I'm sure you could clear up—overall it's just really good. The virus graphics look great and they have that nice microscope feel to them with the rim light and fuzziness. I don't know if there were more than three types as I never managed to survive for more than a minute after a long time of trying, so please do tell if I missed anything!
