
Try out our awesome game, but don’t take our word for it! Tell us what you liked or didn’t like.
Another Ludum Dare finished with great success. Also, our first game as a company! We are very proud to present you with the following game called Cyber Defence! A game where you’ll have to fight waves of computer viruses to keep your precious data from becoming corrupted. To fight of this scumm you have one standard laser and 8 special weapons at your disposal. There is however one catch, you’ll only be able to use those once per wave! So chose wisely and stack up that awesome combo (which also make your weapons even stronger). Survive as many waves as you can in this endless carnage simulator.
We hope you like the game as much as we do. If so, give us a quick rating and brag to all of your friends about your high score! If you want to see more of us Random Abductions, visit your (soon to be released) website for all our current and future games. www.randomabductions.com. Or check out our LD26 game STL RNNR.
Oh and one other thing, soon this game will have oculus rift support. For all ya’ll awesome supporters.
Before we end this post we want to thank Isa Pfab for her enemy models and her creative input and thank Joris Hoogsteder for all the music and sound effects!
Greetings from,
#endlessyolohipsterswaggers & Random Abductions
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29549
Our Impressions
This is technically both our 3+ Ludum Dare and it shows. Our projects become more doable and creative each time. However we have still a lot to learn since we still find ourselves hacking together the project at the last possible second. Lacking sleep most of the time and failing to keep up the productivity we would like to achieve. Nonetheless we had lots of fun, and that’s what counts. Apart from the user response at the end of course.
The good:
We love our game, something that is more important than you might think. We have also sticked to our plan this time and refrained ourselves from doing something that was way too difficult (like writing our own random dungeon generator which took us one day last time). Also we have managed to outsource the things that we are not that good at, music in this case. Which turned out super well. As did the sound effects that he made, which now fit the music and the style of the game. Way better then generated sound effects.
The bad:
As always there are ways to improve our game (pun intended I guess). For one, collaboration with unity still is a problem. When merging two projects together a myriad of problems arise. Models that disappear, code that spontaneously changes results, textures which are gone all of a sudden. But mostly, when merging two projects that have GameObjects with the same name, they just replace without warning. Very frustrating if you have just sunken an hour in making the damn thing. However, we have avoided the whole “using different unity versions” fiasco from last time -,-‘.
How to fix you might ask? Make a decent project plan with time slots at the start (great startup for an early morning). This will hopefully fix our ‘no time for this feature’ stress and our final sprint panic issue.
Also buying a unity version with team support would hopefully fix a lot. As would merging project assets during the game design process instead of afterwards relieve us of major stress disorder.
Game improvements?
Although we are totally fond of our little new baby we created. There always are some tweaks we would like to make after the initial release. Here is a list of possible improvements we found ourselves, feel free to add some of your own to the list by commenting on this post.
- Adding Oculus Rift support.
- Addressing balancing issues.
- Tweaking UI features, for example a progress bar.
- Adding diverse enemies.
- Adding spawn points.
- Adding points to defend instead of just your own tower.
- Better controller support.
- Adding an online leaderboard.
- Possible mobile support (IOS/Android builds)
- Coop!
- More levels to play in with different layouts.
- Multiple turrets to control and switch between.