Controls: Click any of the buttons on the left side.
Each button displays information in the top left (like level or how many units are queued up) and the cost in the top right.
From top to bottom: Queue up a soldier, upgrade spawn interval, upgrade Shield, upgrade attack.
Upgrades go up to level 10.

Too many entities: Duh

The Game: Do not let your Castle fall, Destroy the enemy caste.

Issues:

  • No Restart. If any castle falls its over; If you want to restart you will have to reload the page.
  • A lot more probably.

Other stuff: This is my second game jam (second time "more seriously" using bevy). As always I would have liked to do a little more, like a second unit for example - but it is what it is. The game is not well balanced at all lol.

Takeaways: 

  • bevy_xpbd vs rapier - It felt quite similar (from what I remember of using rapier). I certainly did almost the same thing (and again it took me way to much time). Definitely feel confident in my decision not to code my own hit detection.
  • I stayed away from making my game system too generic too early, like last time. So the amount of time I spend of code that is essentially unused is very little. Can definitely still improve here.
  • Unlike last time, I was able to use any and all assets, which was nice. Funnily enough I still opted to create my own sprites. While awful, I was simply not able to find anything that fit. I need to put some time into learning how to find assets and maybe already include that in the brainstorming session.
  • Having time is very important (and that worked out better this time than last time), but even more important is motivation. Between my day job and other obligations, I was certainly struggling a bit.  I want to try to find a group for the next jam.

https://github.com/KirmesBude/bevy_jam4_click_defense

Credits:

Comments

Log in with itch.io to leave a comment.

That was fun! And surprisingly well balanced for a jam game. Well done.