Earth Defence
A real time strategy game where you have to stall the alien offensive and evacuate civilians from human space.
Send transports to pick up people and get them out of the system.
Call in multiple ship classes, and build defences to hold the line.
You're probably not saving everyone.
Might update in the future
The Windows build is superior to the web build and is the way it was meant to be played, which is available down below.
1.3 patch notes somewhere below but here's the sparknotes.
Added music, changed the art, added the auto transports, did NOT get around to audio.
Sad piano music (1 and 2) from here/this person - https://pixabay.com/music/modern-classical-loneliness-long-202383/
Picture of Earth from NASA - https://www.usgs.gov/media/images/earth-image-space
Status | Prototype |
Platforms | HTML5, Windows |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Author | Mucusinator |
Genre | Strategy |
Made with | GameMaker |
Tags | 2D, Real time strategy, Short, Singleplayer |
Install instructions
Download the zip,
Unzip the zip
Launch the exe
. . .
Profit?
Development log
- Hold my beer - Roadmap 2Jul 12, 2024
- Released 1.3 Hold my beer - Roadmap 1Jul 12, 2024
- Hold my beer - Roadmap 1Jun 11, 2024
- HTML Build uploadedJun 06, 2024
- 1.2 Bug fixing patchJun 06, 2024
- 1.1 Bug fixing patchJun 04, 2024
Comments
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Gameplay aside, the lore aspect of there being a galactic council that votes whether they exterminate a species is terrifying. Good thing they're not that far ahead of humanity tech-wise, or this would be a straight-up horror game. Cool game!
Love and hate this game, addictive but merciless and incredibly frustrating. Final level has no ending. Which is a shame because I set up an unbeatable defense.
Assuming the "goal" is to create a defense strong enough to survive the final level, this is virtually impossible to do on normal speed. I shouldn't have to slow the game down every 10 seconds just to make it to the last level, much less "win" it.
Too much depends on luck when it comes to level generation. On the first level, with 100% evacuation, I sometimes start the next level with as much as 13k credits, other times as few as 8k. I have never succeeded in evacuating more than 50% of the second level when I started with less than 12k, so obviously this is just bad design.
You need to do way too much micromanaging with the evacuation vehicles. Also, waaay too often, a ship will sit just outside a pod. Especially when you select a group of evacuation ships and move them to a pod (because for some f#$king reason, the ships form an utterly useless 'fleet' shape, which I have literally never wanted, instead of converging on a point).A special pain in the @$# is when you finish evacuating a pod and all the ships cluster at the drop zone, then when you try to select the ships that are just sitting there doing nothing, you have to go around other ships full of passengers.
I have lost several times because of the idiotic mechanic where the ship auto scoots up to engage with enemies. Sure, there are a few times where it's convenient. But with the agonizingly slow turn around speed of everything except the basic fighter, it's an instant death sentence for ships that were otherwise 100% safe. This is especially soulcrushing when it happens to a battleship, because unless you can kill all the enemies before the next wave, it is impossible to turn the battleship around before it dies even at full health.
A highly effective strategy is to hide ships inside pods. But, I don't think you designed the game with this strategy in mind because: 1. it's incredibly difficult to get even the fighters to fit because of the terrible controls (the ships will veer *just* far enough off from where you actually click for them to peek just outside the pod) 2. again, the group selection sends your ships in a useless 'fleet' formation 3. There's no cycle-click feature for a stack of ships, so for multiple ships you either need to use the terrible group select "feature" or space them out to where you can individually select them, while praying that the ship doesn't do some goofy maneuver that places it too far away from where you clicked.
Fighter swarms are perfectly balanced, powerful offense but need careful timing with their use (otherwise all your fighters will be destroyed). Cruisers suck. Destroyers are decent but cost too much. Battleships are necessary but suck, the flavor text really hypes them up but they're slow, get bodied by swarms and the enemy battleship, and have less attack power than a fighter swarm. Small turrets are decently balanced.
Large turrets are *incredibly* OP.
The evacuation units are all perfectly balanced except when you account for the absolutely atrocious micromanaging you need to do for everything except for the biggest transport. But when the game is on the slowest speed (which you need in order to win) they're a pain to use.
5 stars.
Glad to hear there's some love with that hate :D
You're quite right with a lot of this, and luckily for me a few of the fixes to that are (hopefully) easy to implement like automating the evac ships.
Balancing units and revamping movement are on the list but might take a bit though, there's a lot of duct tape from throwing this all together in 7 days.
I'll be doing updates some time after the jam's voting period is finished, thanks for taking the time to leave the detailed feedback!
Amazing game!! Love this kind of defense game!!
Thanks OmMan! Glad you liked it ^O^
This was a fun challenging game. Loved it.
Thanks Luapi, happy that you enjoyed it :D
awesome stuff
Thanks lemon!