
Hijack Waves
This game is from ldjam.com, which is currently unavailable.
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Hijack Waves is a real time strategy game where you take command of a small defense force being overrun by a much superior fleet. Using intelligence units such as spotter planes and radio-jamming boats, you have to break communications between their forces and delay their strike long enough for the support fleet to arrive.
FEATURES:
* Classic RTS control with heavy emphasis on hotkeys
* 3 very different types of units to command
* 4 levels (holy cow)
* Strategy focus on disrupting enemy organization, not reducing them to ashes
* Casualty counter for increased guilt
* Nuclear launch detected
In this conflict, position and knowledge is stronger than the largest cannon!
HOW TO PLAY:
There's a basic guide at the start of each level, but in a nutshell is like this,
* The enemy communicates by sending signal pulses via relays
* Each time a pulse reaches a sub, their threat level rises
* The pulses lose strength over long distances
* When a sub reaches max threat level, nuclear strike
* Use jammers to intercept the pulses, rendering the subs stranded
* Use spotter planes to detect underwater pulses and subs plus their current threat level
* Use bombers to reduce subs threat level and disperse them
* Hold them off until the fleet arrives (cinematic ending was out of scope)
* The THREAT LEVEL meter will always tell you the highest threat level currently in the water
All code, art, "voice acting", sound design and game design was made by me, Juan (Great Oak Games - greatoak.gg), used ChatGPT for some organizational stuff and 2D art but edited all of it. Music was made by Tito Viera.
Tools Used: Unity, GIMP 3, Reaper, ChatGPT, Visual Studio, TASCAM DR-40X
FEATURES:
* Classic RTS control with heavy emphasis on hotkeys
* 3 very different types of units to command
* 4 levels (holy cow)
* Strategy focus on disrupting enemy organization, not reducing them to ashes
* Casualty counter for increased guilt
* Nuclear launch detected
In this conflict, position and knowledge is stronger than the largest cannon!
HOW TO PLAY:
There's a basic guide at the start of each level, but in a nutshell is like this,
* The enemy communicates by sending signal pulses via relays
* Each time a pulse reaches a sub, their threat level rises
* The pulses lose strength over long distances
* When a sub reaches max threat level, nuclear strike
* Use jammers to intercept the pulses, rendering the subs stranded
* Use spotter planes to detect underwater pulses and subs plus their current threat level
* Use bombers to reduce subs threat level and disperse them
* Hold them off until the fleet arrives (cinematic ending was out of scope)
* The THREAT LEVEL meter will always tell you the highest threat level currently in the water
All code, art, "voice acting", sound design and game design was made by me, Juan (Great Oak Games - greatoak.gg), used ChatGPT for some organizational stuff and 2D art but edited all of it. Music was made by Tito Viera.
Tools Used: Unity, GIMP 3, Reaper, ChatGPT, Visual Studio, TASCAM DR-40X