September 2007 challenge: “Twisted”

Wound Up! - Reply to comments for Wound Up!

Posted by Martin on 2007/09/24 16:31

Whew. It's over and we won. Definitely an unexpected outcome, especially for our first time out. I've already congratulated Tigga on his win in the individual category, but I'd like to take the opportunity to do so again. Go play Disk Field. It's way more fun than reading this. Anyway, on to the comments. I'm sure my teammates will have more to say, but they're busy at the moment with other commitments, so I'll have to do for now.

C:\Documents and Settings\xeeme\Desktop\pyweek\5\psyduck_revenge\wound-up-1.0.2> c:\Python24\python run_game.py Traceback (most recent call last): File "run_game.py", line 15, in ? import main File "C:\Documents and Settings\xeeme\Desktop\pyweek\5\psyduck_revenge\wound-u p-1.0.2\lib\main.py", line 7, in ? import menu File "C:\Documents and Settings\xeeme\Desktop\pyweek\5\psyduck_revenge\wound-u p-1.0.2\lib\menu.py", line 11, in ? import game File "C:\Documents and Settings\xeeme\Desktop\pyweek\5\psyduck_revenge\wound-u p-1.0.2\lib\game.py", line 15, in ? import gl File "C:\Documents and Settings\xeeme\Desktop\pyweek\5\psyduck_revenge\wound-u p-1.0.2\lib\gl\__init__.py", line 3, in ? from OpenGL.GLUT import * File "build\bdist.win32\egg\OpenGL\GLUT\__init__.py", line 4, in ? File "build\bdist.win32\egg\OpenGL\GLUT\special.py", line 73, in ? AttributeError: 'NoneType' object has no attribute 'glutDestroyWindow'

Traceback (most recent call last): File "C:\Downloads\5\psyduck_revenge\wound-up-1.0.2\run_game.py", line 16, in main.main() File "C:\Downloads\5\psyduck_revenge\wound-up-1.0.2\lib\main.py", line 25, in main menu.Menu(display.gl_render.GLRenderer, options).run() File "C:\Downloads\5\psyduck_revenge\wound-up-1.0.2\lib\menu.py", line 34, in __init__ self.setup_pygame() File "C:\Downloads\5\psyduck_revenge\wound-up-1.0.2\lib\menu.py", line 60, in setup_pygame self.renderer.setup_pygame() File "C:\Downloads\5\psyduck_revenge\wound-up-1.0.2\lib\display\gl_render.py", line 38, in setup_pygame gl.init(*self.screen_mode, **self.options["gl"]) File "C:\Downloads\5\psyduck_revenge\wound-up-1.0.2\lib\gl\__init__.py", line 37, in init glutInit([]) File "C:\Python25\lib\site-packages\opengl-3.0.0a4-py2.5.egg\OpenGL\GLUT\speci al.py", line 248, in glutInit _base_glutInit( ctypes.byref(count), holder ) WindowsError: exception: access violation reading 0x00000000 Damn your game looked good :(

These look to be fairly similar problems, and seem to be happening within PyOpenGL (specifically GLUT initialisation). Which OS/versions was this from? Were you able to run other GL-based games? I'd like to fix this, but I'm worried that it may be an internal OpenGL problem.

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I couldn't even complete the first tutorial level. I moved all my elfs into the cog(?) and it started to turn.. but nothing happned! However, the 3d-graphics looks nice, especially for a weeks job! :)

Wow, so far, this is a winner entry for me. Very fun building those twisted setups, and very nice presentation. Of course, the tutorial was not quite good enough for me, I needed #pyweek to have the quadratic rubber cost and how to cancel rubber orders explained to me. But then.. played it for hours. I blame this for not being able to rate all the other games :P

Yes, sorry, the instructions were quite weak, as they were written in a hurry on the last day, while the interface was still being finalised. I hope that you'll try again on the hopefully improved post-competition version.

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Some problems scrolling around the viewport... to scroll right the mouse has to be in the upper half of the window (I'm playing windowed because fullscreen borks with dual-head). Couldn't figure out how to complete first level in "First steps".

Oops. Silly bug. It's fixed now, so it won't be in the post-competition release. And I'm sorry to say that I never even considered dual-head displays. My bad.

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Pies, plus a great game. Nice work. :) Unfortunately, it has locked up my computer a few times, but I really enjoyed what I was able to play

Segmentation fault (Windows XP SP2)

Crashed on me w/ python 2.5 (on amd64 ubuntu linux) be nice if the camera could be moved w/ keys, since if you play windowed it's tough to hover near the edge of the screen. The sounds (both sound effects and music) are excelent. Well done.

Very nice! IT clearly reflects the amount of pie eating. After playing a lot I got: $ python run_game.py ~/games/pw5/wound-up-1.0.2/lib/game.py:308: DeprecationWarning: integer argument expected, got float pxl = self.tutorial_map.get_at((px, py)) Segmentation fault

Oh dear. I'd really like some more info on these crashes. OS, versions of Python/Pygame/PyOpenGL, what you were doing when it crashed, etc. Oh, and the keyboard camera control thing is noted. It'll be in the post-competition release.

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A really great game. One complaint: it's not obvious that there are three levels in each page of the menu. Some feedback when hovering over each one is needed. Please keep on working on this game!

We never even considered that might be a problem, but the menu was another thing which was added very late in the project. We'll see what we can do to improve things.

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Was unplayably slow on my system. It took about 20 seconds to draw a single frame. Something must have been causing software rendering. Debian Linux, ATI Radeon Xpress 200.

So bad responsiveness that wasn't playable; even the menu was painful to use because of slow interaction (and my machine is pretty new)).

Ran too slowly for me.

This sounds like a serious problem. What versions of PyOpenGL were you using, and on what OS? Did you have similar problems with any of the other GL entries in PyWeek? Did you try running with particles disabled, or at a lower resolution? (e.g. python run_game.py -w -r 640x480 --no-particles)

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Great game. Great concept. Great graphics. Great sound. There were three problems that kept you from higher marks. Firstly - there seemed to be quite a flicker occasionally, which started to hurt after a while. This is why production isn't 5. Secondly, the levels did tend to get dull after a while. I'd prefer it if perhaps you spent less time on 5% efficiency, and had a more steady production rate. Thirdly the interface click positioning didn't seem quite right. It was very easy to connect the wrong two cogs.

This is great! I can see lots of potential. With some more levels and variety it could be an excellent game. Some way of removing pending constructions would be useful. Odd things happen to the lighting as the mouse is moved around. It looks like there's supposed to be a spotlight following the mouse, but it doesn't quite seem to work properly.

The lighting problem is a "known issue", which we don't fully understand (or understand at all, for that matter). It seems to be related to dropping frames, so it can be reduced by going to a lower resolution. However, it doesn't happen on every machine. If anyone has any ideas, I'd love to hear them. As for removing pending construction, you can do that by right-clicking (Option-click on Mac). Sorry it wasn't in the instructions.

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It's boring! Very boring I don't understand, where is twisted? plataform and starcaise?

I'm sorry, we realised that it wouldn't be to everyone's tastes, but we went with what we enjoyed. The "twisted" part is supposed to be about twisting the spring, which I don't think came across as strongly as it could have done.

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Excellent. Very nice game, 3d graphics in what would usually be a 2d game. Good music, interesting puzzles. I want more levels!

This is really great stuff. The idea is not that originally but therefor your implementation and concept are exceptional!

Really nice graphics, good puzzle design, OK music. Excellent silliness.

Awesome game. Keep adding to it. :)

To me, this is one of the best.. But you had so many pies! No fair!! ;)

excellent! one of the few entries I really played longer than I had to :-) Unbelievable that you guys pulled this off in one week. I'm not DQing you because the setting is very twisted and the turning-things sort of twist, so well.

Very nice game in the "incredible machine" vein. I really dug the gear art.

Very cool. Thank you!

Nice incredible machines meets lemmings.

Beautiful!

Very good graphics quite enjojable

Nice game.. sat for hours.

*blushes*. Thanks everyone. It's been great, and I still can't believe we won. Look out for the post-competition release in a week or two, and start practising to put us in our place in six months' time.

3 comments

The Olde Battleaxe 5 - pygame.org wants you!

Posted by philhassey on 2007/09/24 06:07

Hey,

If you completed an entry - make sure to put it on pygame.org :) And if it was a winning entry - really make sure, as I'll put those as the current "featured games" for the next few months :)

Thanks! Phil

P.S. pygame.org does not require that the game uses pygame, only that it uses python.

5 comments

555-BOOM! - 555-BOOM! Response to Feedback

Posted by gcewing on 2007/09/24 05:23

This has been the most successful of my PyWeek entries so far, by a large margin. I'm personally quite pleased by the way it turned out. Somehow I managed to hit on something that I was able to implement fairly completely and still have some time left for polishing and level design.

From the feedback, it seems that most people who were able to play the game properly liked it. However, the random level ordering bug appears to have ruined it for many people. Sorry about that! I was undone by an unexpected "feature" of Linux -- the glob function there apparently doesn't return its results sorted. I posted a fix, but maybe I didn't advertise it clearly enough.

Counting terminals: I hadn't intended that part to be so tedious. I'm thinking about numbering the terminals on the selectors in a future version, which may help to alleviate that.

Repetitiveness: I was trying to introduce some variety into the later levels, but I didn't have much time for level design. The same goes for gradation of difficulty, etc. Any suggestions for improvement in this area are welcome.

Use of multiple themes: There's nothing in the rules that says you can't do that, so there. I didn't write any code before the start, other than my Albow library that I documented and released several months earlier. If you're not willing to take my word for that, there's nothing I can do about it.

Lesson learned for next time: Always test on Linux and Windows if at all possible before the deadline!

Future plans: I'm working on a post-competition update that I hope to release Real Soon Now. I'll also be releasing an updated version of Albow incorporating the improvements I made to it while developing this game.

Thanks for all the good ratings, and to all those who commented.

Greg

1 comment

B.L.O.C.K: Look Out; Can't Kick - 7th place? Seriously?

Posted by eugman on 2007/09/24 01:07

Wow.


I am really happy with how well I did. The controls were rather polarizing. Either you thought they were a great idea or they were stupid,unintuitive,lame or even the only thing adding any challenge.

Most people also seemed to enjoy the ridiculous music although I probably should have provided another option for the people who didn't.

While I'm sure there is much I could have improved witht he game I'm rather happy with the completeness of it.


Check back at my site eugmanhome.com in a week. I should have everything updated by then. Feel free to post here suggestions like if I should clean up the code and everything or just leave it as is and start on some new game.

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Hole in the Head Studios - We might have lost our minds... - Okees then...

Posted by RB[0] on 2007/09/23 16:23

Well, this pyweek was a great success in that we only had 1% DQ, and 3% DNW, and we have a really nice, not messy game-engine this time, instead of a big clunky thing :)

I was surprised at how highly we were rated, 16th, especially since there really isn't any game-play there yet :)

Some replies to the most recurrent comments:
"Did not use theme": well, actually the race you are is a twisted coil(snake) and the final version(no upload) there was some rather interesting bugs that made it very twisted, but no crashes anymore :P

"Did not like graphics": This was due to the fact that we ran out of time to change the grass tile, and remove the lava, which really didn't fit, we actually had those changes but they got lost in svn somewhere...

"Empty value for randrange Crash": this is due, I think, to the fact that when a unit dies it wasn't immediately removed form the game, so if multiple units attacked, then it would crash :/

"Nothing to do": well, another thing that was in the final version, but it was just so large I couldn't justify uploading it, but had I anyway it probably wouldn't have worked as I fried my network card :/ I probably should have even though it was like 28 mbytes, because I saw some of the other entries were even larger, but I thought that the rules still stated that you should(must?) keep the size under 24 mbytes, oh well

"The music ig good/superb": we have nihilocrat to thank for that, he finished it all in the first 3 days IIRC, and it is really quite nice :)

"The screen was to small": this is because we used pyglibs for the isometric, and it has some bugs that slow down the rendering when the screen gets any bigger, right now we are only getting 30-45 fps, without psyco of course ;)

"Not innovative": the idea is actually quite innovative, with some resemblance(so I've heard) to Kohan, but different still, you'll see when we finish this :)

"I fought something and nothing happened": this is partly due to the engine, but also could have been remedied in the campaign code itself, by just making an even where if enemy1 is dead, the game ends, as it is this is implemented only in the unreleased final version :/

"couldn't figure out what the controls did": "loiter" causes your unit to stop where it is, "recruit" when over a city will increase the number of troops in a "unit", "harvest" gains more food - I think this is unused in the pyweek version IIRC

"Needed more time": amen to that one :D


All in all, I was rather disappointed by how we finished, but this is also the only pyweek game we've done, except for maybe MGT that really has any potential after pyweek :)
If you are interested, look around the data folder, there is a lot of stuff in there that we never got around to using, but is still really nice, especially since we had two more races(some of which got into the "final" version ;) )

There is also some other music(I actually think I might have put the "wrong" one into the main game, partly why some ppl didn't like it)

2 comments

Galvinball! - Feedback

Posted by roberto on 2007/09/23 14:11

So, the winners of PyWeek were announced! I would like to comment on all the feedback I received on my entry, Galvinball!.

The good

"Innovation" was my highest grade, with a 4.1, together with a 2.9 for fun. Most of the people who tried the game said that it was clever, innovative and fun, and some people even liked the graphics! There were also plenty of comments requesting that the game be improved, specially with multi-player support, which is something I've been considering for some time to play it with my girlfriend (and valuable beta-tester!).

The bad

3 or 4 comments complained that my game didn't fit the theme, "twisted". Perhaps the theme in this game is a little subtle, since there aren't any twisters or twisted pipes or whatever, but it is a game where you can twist the rules at any time. The idea for this game was the first that came to my mind when I saw the theme.

The interface is rough, I know. I had to balance my time between work, learning pygame and improving the rule system, which is pretty hackish (it works by injection closures in two queues that each thing has, one processed at the beginning of the turn and the other at its end). My next entry will definitely be better, with menus and improved input.

The number of rules was somewhat limited (715), though this is something that can be easily extended. Some people suggest that the rules should've been written out, but personally I believe much of the fun comes from discovering new rules by experimenting of learning from the AI (Suzanne). Some people complained that the game was too hard, but other complained that it was too easy, so at least there's some kind of balance.

The ugly

The game crashed on 18% of the people who tried it, as far as I can see on Python 2.5 + Windows XP. Sorry for that, guys, I developed the game on a Mac and tested it briefly on Linux. In my defense, I did test a version on Python 2.4 + XP and it worked, but I didn't perform much testing on this platform.

Overall

All I can say is that I would do it again! Next PyWeek I'll be more familiarized with pygame, and also with what needs to be done during the week, so I hope to produce a more polished game. I'd like to thank everybody who played the game and gave me their feedback, and hope that you had at least as much fun as I had while developing this game. Thanks!

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Hectic Game Development 2 - Response to feedback

Posted by Hectigo on 2007/09/23 11:09

Seems like my game worked even worse than I thought it did - I suppose most of the crashes and weird behavior is because of the network architecture, though I haven't completely ruled out the possibility of some logical error either. I might have to declare the whole project a failure for now, and not continue working on it. Overall I still like the game design I had, but seems like I don't yet have the time or the knowledge required to properly implement it. Perhaps using an existing network library (Twisted?) would have yielded better results. One bug reported in the feedback was a bit more weird - this one:

Traceback (most recent call last): File "C:\Downloads\pyweek\tubasc_robast-0.6.9\run_game.py", line 16, in main.main() File "C:\Downloads\pyweek\tubasc_robast-0.6.9\lib\main.py", line 27, in main parse_config() File "C:\Downloads\pyweek\tubasc_robast-0.6.9\lib\util.py", line 71, in parse_ config file_path = os.path.join(get_config_path(), "config.txt") File "C:\Downloads\pyweek\tubasc_robast-0.6.9\lib\util.py", line 52, in get_config_path os.mkdir(path_name) WindowsError: [Error 3] The system can not find the given path: '%USERPROFILE%\\.tubascrobast'

The code this traceback refers to is included in Splush and has been used in Which way is up too, and I have not heard it misbehaving in the past. I'd like to know the operating system of the respondent, and how his environment variables HOME and/or APPDATA are configured. I'll probably continue using the piece of code in future projects too, so making it as bug free as possible is an important concern for me.

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Big Dice Games Presents Woody Tigerbaum's Twisted Marble Factory - Woody Tigerbaum - thanks!

Posted by tsmaster on 2007/09/23 07:45

I want to say thanks to the folks who said kind things in the comments, and the folks who rated the game well.

I also want to thank Richard for all his hard work on PyWeek - round of applause for Richard.

And another specific thanks to Richard, a couple people mentioned in their comments that the color-blindness assistance was a nice idea. Richard gets the credit for that one - he suggested that the original design might be problematic. I'm not sure if the "high contrast" patterns actually are playable with moving marbles, but I'm glad that people appreciated the feature.

I already know of several errors in the game, including getting names wrong in the readme, grammatical and spelling errors in the intro text, and at least a few logic errors having to do with the pause menu. Also, I crammed a lot of content into the game at the last minute, without attempting to make it bandwidth-friendly, so there's improvements to be made there. Also, there are a few features I wanted to get into the game that might have made it a little less annoying at times.

I've already put up a page for the game on http://www.pygame.org (as should you all for your games, go go go). I'll also be collecting my thoughts and providing downloads of newer versions at http://www.bigdicegames.com/PyWeek5/

Thanks again to all - is it too early to start designing "Woody Tigerbaum 3"? :)

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Murmel - Ratings

Posted by DR0ID on 2007/09/23 07:38

Hello people

Sorry for linux users, the bug slept in during the last 5 Minutes! (see older diary entry for how to solve it).

For all those who had problems with the control: the spinning speed depends on the distance between ball and mouseposition. If the distance is big then you have fine control, if you are near the ball then it will spin fast (perhaps it would have been better to let the level spin by the x position of the mouse ;-) ).

Physic: since all physics have been written from scratch and I have done this for the first time I think it went fairly well. But you are right, the physic need even a bit more work! For people with fast machines: I will have to fix that, sorry.

Thank you for the grate ratings!

1 comment

King Tree - King Tree: Reply to feedback, and postmortem, all in a big post

Posted by Tee on 2007/09/23 02:05

So it's over again. :)

I'm happy, I moved up a notch. I was 7th on #2, 7th on #4, and now 6th! Maybe someday I'll get up there. :)

Anyway, I'm going to reply to all your comments like I usually do, then I'll say some final words.

Comments:

Game is ok. With some more levels it could make a good puzzle/action game. It seems inspired by flash webgames. DQ because twistedness is completely absent.
It's inspired on tower defense games, which in turn are inspired on Warcraft. Sorry about the twisted part. I meant to have a more twisted-like tree, but I had to cut out some branches because there was no space to put the nests. It's still a bit, um, two-branch-twisted tree. :)

what is twisted here?
See previous reply.

Gotta love defence games. Nice take on it.
Thanks!

Amazing work! definitely my favourite. Interesting design, I always wondered how to make a non-traditional RTS for pyweek and it seems you achieved it. Only question... where is the twisted theme? in the branches?
Nice to hear it's someone's favourite. Thanks. :) For twisted, see first reply.

Frobbershatted! That can't be good...
Yes, it's the typical reaction of a King Human when he sees a King Tree. :)

The game has both the best graphics and definitely the best music of all pyweek games this time around. All hail CC licenced stuff! The gameplay is pretty average tower defence-esque stuff, but it's still balanced and enjoyable. I noticed one weird bug when I was playing - my upgrade strategy was birds level 2, birds level 3, insects level 2, and this resulted in the birds nest reverting to generating crows.
Those are programmer's art, one who just discovered inkscape and pretty gradients. :) As for the music, I was really lucky to find one that fits. Balancing was one of my main goals this pyweek. And the bug is odd, I'll look into it later. The nest built is supposed to be based on the leaf you click.

nice game. original.
Thanks. Not too original though, it's inspired on tower defense games.

This is one of the best games I've tried for this PyWeek. I love the graphics, the music is sometimes boring but it's nice. Some sound effects are missing. The game play is fun but it could be improved. I think this game is very similar in concept to Onslaught. Again, I like the polished production.
Thanks. I'm happy to hear you liked it. I didn't have time for adding sounds, so I just threw in a music. :)

Excellent, the graphical style is really nice, everything seems well put together and the game is a lot of fun. It's a shame it's not longer-lived; additional difficulty levels or extra waves would have been nice for increasing longevity.
Thanks. :) I didn't want to add too many waves, though, because people might get bored before the end, given the way the balance turned out.

This game could benefit from tuning things, adjusting margins, varying effectiveness, and stuff like that. As an endurance game it feels a little thin in the amount of stuff to manage; more options and attacks would be nice. Maybe some unlockables as a reward. Background music is nice.
I spent a few hours at the last day balancing, but I found out that it's really hard. But, I'm somewhat happy with the balancing, I don't think it's too bad like it was on the last pyweek. I would have added another feature, but I didn't have time.

Good fun. Would have been nice if there were some instructions on how to play within the game - I resorted to the README, but I imagine many players would just give up. The balance seems good, although it would have been nice to have a little more variety in the available creatures, or at least an easier way to see what their effects were.
Sorry about that. I would have put a tutorial, given the unintuitive interface, but I didn't have time. I did put an ingame message asking you to read the README, though. :) Balancing seems good, yay. The status message shows the stats on creatures when you put the mouse over their leaf, but I admit there's not that much variety.

Different, and challenging!
Thanks. :)

I could't figure out how to play :( (or win)
Sorry for not adding a tutorial. :( I would have, but I didn't have time.

Awesome job. Some tweaking in the graphics to make the different upgrades and leaf jobs more distinctive would go a long way. Consider adding a winning condition, or at least a score summary at the end of the game (it doesn't even tell you what wave you got up to). After some play time it gets a bit easy -- there's no strategy beyond simply adding more crows and upgrading their nests -- perhaps the humans should attack the nests as well? Or the tree topology should change?
"Awesome" is always nice to hear on feedback. :) Hmm, yeah, you're right, the leaves are only different in colors. I didn't think of making them more different. It has a winning condition. Note King Human says he'll bring you 20 waves at the beginning, so it ends after 20th wave. :) I agree on the "too easy after some time" part. Changing tree topology, that's a great idea.

nice tower-defense game. the interface really could have used some tweaking - for example a highlight, when something is drag/clickable. but it was fun for a while, though i'm not really in that tower-defense thingy. one of my favorite entries, because everything fits together. how is the theme integrated? i'm no DQing you because I assume its the twisted-path up the tree.. well, okay.
You're right about tweaking the interface, but in my opinion a tutorial would have been a better time spent. Though I guess the tweaking would take less time. Thanks for not DQing me. Read first reply. :)

Good game! It needs a little more predictability, for player to develop strategies, etc; otherwise, you play it twice and it's done
Thanks, and I agree. There's not much replayability after you finish the game.

I don't like to be forced to read the readme to understand simple stuff. However, after I understood how everything worked the game turned out to be quite fun :)
Me neither. A tutorial was one of the things I didn't want to throw away, but I had set one of my main goals as balancing, so I chose balancing over tutorial. I'm glad you enjoyed it.

Fun "Tower Defense" game with twisting paths.
Thanks.

Good game! Seemed a bit easy to me - once I got to level 5 nothing really got about the first cross. Good music, pretty. Perhaps the text for King Human was a bit too close to the edge, but that doesn't really matter.
I agree on the difficulty, once you get high level creatures, you've basically beat the game.

really nice, but afaik birds are far superior to insects
I guess you're right. I noticed it and tried to add more power to insects, but I don't think it worked out very well.

Thats a wierd game.
Hehe.

Nice game, but it the attacks seem quite weak in the beginning.
Again, agree on the difficulty. :) At the beginning you should combine fireflies and crows, but later on, anything high level beats the game.

It simple!
Ok. Yes, I could have added more variety, but I didn't want to overflow with unimplemented features like last time.

Quite addictive!
Thanks. :)

I like it! More levels!
I'm glad you liked it. :)

tower defense is always fun, It's not obvious what the difference between different creatures are (why I can build two types), but maybe I just didn't pay attention enough.
Two types for some variety. :) Fireflies and dragonflies have the ability to slow down the enemy, so it should help out while others attack. Wasps are supposed to have poison, but their effect is very unclear.

I loved it. Nice relaxing defense game with great art. Too bad it's hard to balance a defense game well.
Thanks! Someone who noticed it's so hard to balance it. :)

A fun story with nice graphics.
Thanks.

Praises to King Tree! Had some fun for an hour building the whole "tech-tree" and admiring the tanks on the tree.. There isn't much reason to play again once you've seen everything but still: Very well done!
Thanks. :) No replayability after you finish, I agree.

Original idea for a RTS, and also funny, but poorly balanced. It's hard to survive long.
People either say it's hard to survive long, or it's too easy. Well, if you can get past the beginning (you'll probably need a crow + firefly combo, then upgrade as fast as you can), it's too easy.

Quite addicting - Good work! :)
Thanks. :)

Really cool game, I loved it :)
Thanks. :)

I like the concept of tower defence games. You could add some more types of defence. (bugs? worms?)
I would have added another feature, but I didn't have time (see last words).


Some last words on the game (a little postmortem):

  • I'm happy how the graphics turned out. It's the first time I use Inkscape for something relatively big, and I realized it's not as hard as I thought. I also feel lucky to have found a nice music that fits the game.

  • I threw away one gameplay feature due to lack of time. Randomly, some special fruits would appear, and they would be able to be put on the branches as traps. To be more precise, spikes, poison plant, and spider web. At least this time I implemented most features I had originally planned. Last pyweek was a mess on unimplemented features. Other things I wanted to do were a tutorial, sounds, attacking animation for the birds, and more effects (like bees increasing the rate of fruits).

  • I'm sort of happy with the balancing, considering how hard it is to do it properly. I think my game is slightly hard on the beginning, and gets too easy towards the end once you have level 3 bird/insect. There are only few waves, 20, so people don't get too bored near the end. :) Next time I have to make a game that's not so hard to balance.

  • I think I achieved most of the goals: planning, balancing and sounds. Planning, I think I did fine. Balancing, some people liked it, others didn't, so I'll say I did "not bad" because balancing is so hard. :) Sounds, I was lucky to find a nice music that fits the theme, and most people liked it, so, well, although it's not really my credit because I didn't make the music, I did ok too. I would've put sounds but I didn't have time.

  • Earlier today I was wondering if if I had mentioned somewhere that my game is inspired on tower defense games it would have affected my ratings. If it would, I apologize. By the comments it seems most people know tower defense, but I noticed a few who I think didn't know. But I don't think it did affect, my innovation score is the lowest of the three.

    I personally don't play tower defense too much, but I thought it would be a nice try, since I had no other ideas. I would've probably gone for another idea if I had a better one. Anyway, I'm sorry if I took any credit that I didn't deserve (as in the concept of a "tower defense" game). There are (too many, in fact) tower defense games out there if you look for them. The fact that there are too many of them is the main reason I was reluctant to do it. But even though it's based on tower defense, I worked hard on adding my own touch of originality to it, and I hope it worked. :)

  • Um, sorry about the twisted part, too. That tree was meant to be more twisty, but adding more branches was getting too confusing.

  • Next time I'm going for less work. I'm not sure how apparent it is, but I worked too much on this one (I'm not a very fast coder). I got very tired this time, so next time I'm going for something relaxing and easy to implement.

  • One of the main reasons I do pyweeks is to learn, so I wouldn't be finished if I didn't tell you what I've learned this pyweek. Let's see. If you attempt to build a game that's hard to balance, you'll have trouble balancing. I think that's pretty obvious. :) Oh, and even if you don't know how to draw, you can manage making some reasonably decent graphics if you learn how to use the right tools. And programming practice, of course. That's always good.

Overall, I'm happy. I did most of the things I wanted to do and got mostly some nice feedback. :)

Well, it was great building a game and playing yours. Congratulations to Tigga and Psyduck Revenge for taking 1st place. Thanks to everyone for their games. See you all again next pyweek, then. :)

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