Protect your innocent dudes from the raging natural (or are they?) disasters outside. Using a wide array of materials that can be placed as simple blocks, create a wall of protection and safety. Different natural disasters will have different materials that they are strong and weak against, which are displayed in a helpful chart. You are not expected to memorize these however as in-game warnings will also display what materials to use.
Credits: Graphic design by Villany Programming by Spyking and Villany Music & SFX by Pressdelight
We wanted to have a leaderboard tied to the gm48 website but converting the game to YYC caused compilation errors for an unknown reason.
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Lv. 4
I like your idea! I wasn't sure what material protected agest what but after some trial and error I figured it out. Maybe I missed something though. But overall good job, it was a lot of fun!
SubmittedOffice Tower Throwdown
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Lv. 8
Thanks for playing. It's always great to hear that someone had fun with the game! There is the forecast in the top left that shows what to place, and there is also a slightly confusing screenshot that shows each disasters' strengths and weaknesses. It can be easy to miss though.
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Lv. 30
The ui was a bit much. Actually the whole game was overwhelming. I liked the idea you had for it though.
SubmittedTowering Tank
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Lv. 46
This one certainly had a difficulty curve 😅 I think the UI could've been simplified to only show the material the disaster was weak to, since that was the only information necessary. The gameplay was easy to understand, so nice job on that!
SubmittedEpic Construction Vehicle
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Patron
I really like the concept of this crazy elemental mash-up building style game, it was a lot to take in at first but I quickly got the hang of it, only to find the difficulty ramps up very quickly! 😅 but it was a lot of fun and I did at least survive 47 disasters! Good job! :)
SubmittedRuthless Ruth
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Lv. 43
I played your game on stream, https://www.twitch.tv/videos/1803296797?t=01h33m36s
honestly I don't really get this one, I can tell that you wanted people to build the correct defense as the hazard was coming, but with everything tossed at you at once, its really hard to absorbed all the need info before you get tiered and more on.
it would be better to limit the amount of hazards and building you can use at first, and drip feed it so the info gets digested easier. but I also know this is a jam, and time is very limited.
SubmittedHero Builder
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Lv. 8
Thank you for playing. If we had had more time, I definitely would have liked to control the difficulty a bit more with things like a hazard pool and maybe an exponential curve for the speed that disasters spawn. If we continue the project, I would like to add that in as well as a tutorial.
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Lv. 2
The difficulty ramps up fast, I think without enough time for the player to really learn the resistances and weaknesses of incoming damage. Between having to keep looking at the forecast and cumbersomely cycling through the materials with numebr keys, It got pertty hectic.
That being said, it's a pretty funny concept and I can see it turn into an engaging game if you slow the pace down, starting off with 3-4 disasters and then introducing new ones to the pool over time
SubmittedC.A.T.B.O.T. Circuit Builder
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Lv. 2
this was really cool, i love this concept, maybe you couldve also added upgrades that decrease your cooldown, and maybe being able to place bigger blocks? sort of like cookie clicker, after a disaster is destroyed, you get some points, and you spend it on upgrades. this concept has a lot of potential, solid entry
SubmittedJumpin' Buildin'
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Patron
Really cool idea, and fairly deep for the scope of a gm48 game! My immediate suggestion for future games like this would be to keep things a lil clearer - there was a lot to take in from the two tutorial screens and then in-game a lot of potential help space was unused.
It might have been good eg. to offer a little guide of what was good against what on-screen at all times, as when a hazard appeared, I wasn't quickly and effectively differentiating all the building materials. I spent most of my best attempt just surrounding the base in layers of everything 😅
SubmittedBricks Up, Look Sharp
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Lv. 8
Thanks for playing. I agree that I need to figure out how to make a better tutorial as it can be hard to learn from a screenshot. Also, there is the forecast in the top left that shows what to use against what. Some of the materials were definitely a bit too similar though.
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Lv. 16
I think you'd have been fine, and probably actually better, without including the wall of text example images. Looking at them actually made the game seem more complicated than it actually was. But then again, I'm the guy who has a history of making figure-it-out-as-you-play type games that confuse people. Of course a nice clean tutorial would've been best but I completely understand that such a thing doesn't usually fit within a gm48 time budget. Probably why most people opt for simple (and sometimes as a result, boring) games instead. But as for the game itself, it was fairly entertaining. I thought the difficulty ended up scaling a bit too quickly after a certain point though. Also, some of the materials were a bit hard to identify.
SubmittedCastle Builder
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Lv. 8
Thanks for playing. Looking back, it definitely would have been better to set up some sort of tutorial, and to have the difficulty not escalate quite so quickly at the one point. We did actually dial the difficulty back a bit, but I guess not enough. Also, I agree that we should have had the materials be a bit more contrasting.
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