As a lone operator behind enemy lines with only a COMMAND PANEL to call in fire support, your mission is to survive against overwhelming numbers of hostile forces.
Survive in a dangerous world filled with enemies
Call in Orbital laser to cut though battlefield
Control battlefield with area effects
HOW TO PLAY
Movement: WASD
Call in Fire Support
1) Hold left mouse to draw SIGNAL on Command Panel. Release to Confirm.
2) Hold left mouse to TARGET on Command Panel. Release to Confirm.
Impressive graphics and interesting gameplay! The coordination between walking and drawing shapes with the mouse was easier than I expected. My suggestion would be to make targeting easier, often I had a hard time to understand how I actually gonna shoot with the ability, but maybe that is a skill issue, haha! ✌
Very clever application of the theme! I like how the game splits your attention between drawing the signals and navigating the map. Great level design!
I like the charging and usage of spells. I think there’s currently a split in player focus — the three main zones (incoming attack threat, input field, and cooldown) are located in different parts of the screen. This issue might be reduced if movement alternated with casting.
Good stuff, I really liked the concept! The coordination of putting in the different combinations while evading monsters was really engaging. I killed myself a few more times than I'd like to admit.
Very addictive. Cool mechanic with drawing signals, gives so much to gameplay. Killing enemies with those weapons feels very satisfying, but it's too easy. I'd like more challenging gameplay that punishes you if it takes too long to draw a signal.
@zamizmi The main difficulty is largely in the gameplay itself. It's quite difficult to look at the board and also enter combinations in the lower right corner. As the pace of the game increases, reflecting the number and HP of enemies, you gradually start making mistakes. Unclarity is a bit of a bummer at the very beginning, as you get immersed in the game. As for unexpected unfairness, I haven't encountered anything like that, at least not for me personally.
@psevdonim thank you for the feedback! The "shooting self" in the early phase is indeed something that happens, but we tried to make it easy to restart to tackle this. Looking at different places is indeed tricky and we'll think about this, thank you!
Very cool! I wish it had a more gradual learning curve (in the beginning I really wished hitting the opponents once was enough, but with some of the initial commands you needed to hit them 3+ times), but once you get going the concept really shines! Great job with the cell-based drawing system, it's a great jam solution to the complex task of hand-drawing signals.
@ditam thank you for playing our game! I believe the Signal you are referring to is "Gun Run"? Its considerably weaker than the rest of the Signals without upgrades indeed. We ran out of time to polish the upgrade/Signal selector and therefore the amount of information when selecting is abyssmaly limited ;(
Visually impressive, the art and atmosphere are excellent!!
In terms of gameplay, it felt really interesting and quite unique. I really liked the idea of using the panel and reacting through patterns, it’s a pretty innovative mechanic.
I always appreciate games that try something outside the usual formulas like this.
@kukaracila215 thank you for playing our game and sharing the feedback! We went with lots of symmetry in the map to make navigating easier. Also the top and bottom "tunnels" provide some nice choke points for area control.
Great game! I wish the playing field were a little bigger. At some point, there are so many enemies on the screen that you can barely find a chance to launch your attacks. But it was really fun! :)
Thank you for playing our game @boudichon! Thank you sharing the tutorial was helpful; it was one of the very last features and content we were able to cram in the jam!
@yoko-san thank you for playing and sharing! We wanted the nudge the player to move more freely, and noticed the more limited map felt more interesting as it enforces the player to make more decisions rather than running around in a circle/box
I think it fits the theme well, and the combination is interesting since I have to pay attention to both parts at the same time. It turned out to be quite challenging, and I think with a bit more time it could become a really engaging full game.
Thank you for playing our game @hagamosvideojuegos! Appreciate the feedback, happy to hear you enjoyed the challenge of multitasking; this was one of our goals!
Thank you @venomousmouse for playing our game! The sounds are indeed a bit loud, but luckily the in-game menu contains audio setting (not the tutorial tho).
Thank you for playing our game @leophyte! There was lots of tasks on our TODO, but we ran out of time. Happy to hear you enjoyed the Operator classic: Laser Care ;)
Awesome gameplay concept! The art and sound are great, too. It's not entirely clear what to do at first, but once you get the hang of it, it's a lot of fun!
Interesting mechanic, I liked it. It also fits the theme. Good variety of weapons. I would move the HP bar somewhere else or make it pop out a bit. I completely missed it on my first run. And perhaps I would either remove center point for targeting or make the player immune to weapons (or at least some of them). Another thing I felt was missing from the panel was canceling the signal.
I didn't play enough to see the progress but how does the game scale? More enemies, tougher enemies?
Thank you @coderaurus for playing our game! Center point is left on purpose to allow player to cause friendly-fire; it forces player to know what is safer to self-shoot and what is not and it teaches the distances and timings each weapon has.
Canceling signal is indeed not possible at the moment; when did you feel the need for this?
We didnt have time to include meta progress or more enemies, but idea was to include different kinds of enemies, and the possibility to combo different weapons later.
@coderaurus touche :D This goes immediately to backlog for the expanded version. I now remember cases where I target Orbital Laser on my head and immediately understand the inevitable doom... Thank you for raising this :)
A very interesting roguelike + tower defense game. It requires players to think about enemy positions, attack patterns, and signal symbols and make quick decisions in a very short time. Honestly, it's really innovative! I've never played a game like this before — tense, fun, and exciting. Looking forward to seeing this game fully developed and released on Steam!
Once I got the hang of it (and didn't blow myself up), I REALLY enjoyed it. In a way it gives me Helldivers vibes. Awesome work! I hope you keep working on it.
Yes the tutorial was helpful for it! It did take me some practice in the actual game as well. But I think it's in a good place. More of a skill issue in my end :D
@valb-soares thank you for the feedback and kind words! What kind of level progression you are after? Are you referring to levels like "maps" with different layouts or something else?
Comments56
Did you feel the difficulty was due to "unclarity" or unexpected unfairness?
The main difficulty is largely in the gameplay itself. It's quite difficult to look at the board and also enter combinations in the lower right corner. As the pace of the game increases, reflecting the number and HP of enemies, you gradually start making mistakes. Unclarity is a bit of a bummer at the very beginning, as you get immersed in the game. As for unexpected unfairness, I haven't encountered anything like that, at least not for me personally.
Looking at different places is indeed tricky and we'll think about this, thank you!
Thank you for the feedback!
In terms of gameplay, it felt really interesting and quite unique. I really liked the idea of using the panel and reacting through patterns, it’s a pretty innovative mechanic.
I always appreciate games that try something outside the usual formulas like this.
10/10 👍
I wish the playing field were a little bigger. At some point, there are so many enemies on the screen that you can barely find a chance to launch your attacks.
But it was really fun! :)
Glad you enjoyed!
I think it fits the theme well, and the combination is interesting since I have to pay attention to both parts at the same time. It turned out to be quite challenging, and I think with a bit more time it could become a really engaging full game.
Congratulations!
Happy to hear you enjoyed the Operator classic: Laser Care ;)
I didn't play enough to see the progress but how does the game scale? More enemies, tougher enemies?
Nice job!
Canceling signal is indeed not possible at the moment; when did you feel the need for this?
We didnt have time to include meta progress or more enemies, but idea was to include different kinds of enemies, and the possibility to combo different weapons later.
Thank you for raising this :)
Comparison to Helldivers is humbling!
What kind of level progression you are after? Are you referring to levels like "maps" with different layouts or something else?