I can't stress enough how much more I would have liked this game if it had no bullet spread... either that or lag (Firefox + Linux + WebGL is a nasty combo that lags almost every game) made it REALLY convincingly look like bullet spread... because it feels really good knowing that winning depends entirely on whether RNG wants to cooperate. I have hundreds of hours in Bloons TD 6. But, I don't want to let that take away from how well made this is.
The graphics are great for a 2 week jam game, even better that it's done in 3D which is notorious for often resulting in bad graphics in a jam game. The polish is nice.
The idea that you play as an in-universe character in a tower defense game is pretty common, but I've never seen it executed THIS well (if we ignore the bullet spread).
It almost plays out like a roguelike the way you get some RNG in what you get but you won't get messed up too bad by this, so every run is possible but different. It's quite fun in this way, putting a unique spin on the rogue formula that even BTD6 sort of failed in with the recent Roguelike thing they did.
I only got to wave 5 before dying because my only chance at dealing enough damage to the boss, the thunder, was spread. I'm probably missing out and will be trying for better.
Appreciate the feedback a lot! Great to see a fellow BTD 6 fan haha.
Yeah, I have to admit the bullet spread can get annoying. I used it to soften the effect of a bug where sometimes the character overshoots the cursor, haven't been able to figure out why it was happening and it ate a lot of time trying to figure it out, will surely try to fix it and upload a better version after the jam! I'm trying to get this released on Steam too regardless of the Jam results.
Update: I will straight up remove the aim spread. There was no issue with the aim, it was just confusing visually because of the perspective (will see what I can do to make it more clear), everything should go exactly where the mouse is pointed after the jam is done and I can upload a new patch.
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I can't stress enough how much more I would have liked this game if it had no bullet spread... either that or lag (Firefox + Linux + WebGL is a nasty combo that lags almost every game) made it REALLY convincingly look like bullet spread... because it feels really good knowing that winning depends entirely on whether RNG wants to cooperate. I have hundreds of hours in Bloons TD 6.
But, I don't want to let that take away from how well made this is.
The graphics are great for a 2 week jam game, even better that it's done in 3D which is notorious for often resulting in bad graphics in a jam game. The polish is nice.
The idea that you play as an in-universe character in a tower defense game is pretty common, but I've never seen it executed THIS well (if we ignore the bullet spread).
It almost plays out like a roguelike the way you get some RNG in what you get but you won't get messed up too bad by this, so every run is possible but different. It's quite fun in this way, putting a unique spin on the rogue formula that even BTD6 sort of failed in with the recent Roguelike thing they did.
I only got to wave 5 before dying because my only chance at dealing enough damage to the boss, the thunder, was spread. I'm probably missing out and will be trying for better.
Nice submission!
Appreciate the feedback a lot! Great to see a fellow BTD 6 fan haha.
Yeah, I have to admit the bullet spread can get annoying. I used it to soften the effect of a bug where sometimes the character overshoots the cursor, haven't been able to figure out why it was happening and it ate a lot of time trying to figure it out, will surely try to fix it and upload a better version after the jam! I'm trying to get this released on Steam too regardless of the Jam results.
Probably what's going on is some disconnect between the mouse's 2d position and the game world's 3d nature
You can use a basic sphere mesh that follows the point in 3d space that the player is aiming at, which will make debugging it easier.
Will try this for sure, thank you!
Update: I will straight up remove the aim spread. There was no issue with the aim, it was just confusing visually because of the perspective (will see what I can do to make it more clear), everything should go exactly where the mouse is pointed after the jam is done and I can upload a new patch.