farm defence

farm defence

This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
the game takes a few seconds to load,there i no preloader.

the game is a computer game, it dosnt work on tablets and smartphones.

/////controls////////

movement = w,a,s,d or arrow keys

place farm and traps etc with mouse left click(long click and not on top of other stuff).

also left click to use sword.

build:(1,2,3,4 keys)

farm = press 1 (costs :40 credits)

spike trap = press 2 (costs :10 credits)

wood fence = press 3 (costs :20 credits)

crossbow tower = press 4 (costs :50 credits)

if anything is not clear write in the comments.

/////how to play////////

at first build only farms to build your economy(build farms only).

you can do that until wave 10 or 8.

then you build a crossbow tower on each side.

add some fences and spike trap,survive a few waves.

when you reach 900 credits you win.

the monsters are weak at the first 10 waves,after that you will need traps and turrets.

they have an attack timer so if you hit them fast you wont get hurt.

the monsters will attack farms at random, you will have a small amount of time to save the farm when they reach it.

//////devlopment experience////////

this is my second ludum dare.

i wanted to make a top down shooter. but becuse of the theme i made a top down slasher.

the genre i choose was arcade defence. its easy to implement and ive done this before (i have a tower defence framework prototype and other defence type games under my belt).

after the first day and all the bugs and proformnce issus my dom based js engine have.

i realised i wont be able to implement everything i wanted it wasnt realistic.

i droped sound effects and ui...

next time i wont be using it im moving on to phaser,it has everything i need and more, plus i can port my framework on top of it so my workflow wont change.

the code of this game is a mess becuse of time pressure usually i try to be more efficent and create reusable methods and classes.

i manged to create two behaviors before it went to hell, i had to sacrifice alot to be able to make time for everything.

writing this,uploading the game to github. creating a small 8bit track and a logo (almost two hours).

also i had to use a gif recorder to record gameplay.

i created the --game art-- on the first day, im a programmer not an artist.

in the last ludum dare it was easier i only had to implement 2-4 mechanics to create. an original game is harder to create.

and most of the time 2-4 mechanics is not enough.

but as i get used to it i will be able to take larger scope two day projects.

ludum dare have thought me alot about myself,my tools ,self discipline,staying calm under pressure,setting goals,and "finishing" another game.

this compo/jam is great for the aspiring game developer, which is a dream of alot of us.

i hope one day i will get into the indie industry and make a living from what i love to do.

------critique-------

if you have any critique shot. i know of alot of bugs. but i wouldn't mind hearing from other people.

-------previous ludum dare:------

35)

http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=80283

////////contact form:

https://programingstuff.wordpress.com/%D7%A6%D7%95%D7%A8-%D7%A7%D7%A9%D7%A8/

------------bugs and error fixed--------------

*" when i buy anything, it spawn far off to the right (outside of the frame), thus at first i tho its didnt spawn. "fixed 3 hours before compo was over thank you Ghen

*player rotation problem,i think i fixed it (mouse difference between game container and global page xy)fixed 3 hours before compo was over.

----------------------update------------------------

converted my game framework to phaser and ported the game partially do to lack of time
Found a bug?
Tell us on Discord