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[js13k] Super Cute Bubble Pets from Hell


Sebi
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Hey Guys,

I'd like to share my entry for this years js 13k challenge. It's the first time for me to participate and I hope my game will do well.

The final version might be slightly different. I'm still trying to fit in some background music.

Super Cute Bubble Pets from Hell

http://mokgames.com/bubblepets/shell.html

or

http://mokgames.com/bubblepets/index.html

1.png2.png3.png

Game Play

You have 4 heroes based on the 4 elements and are fighting evil jellies which also are based on elements.

Your fire hero deals 2 damage to earth enemies, 0.5 damage to fire enemies and 1 damage to others.

Your water hero deals 2 damage to fire enemies, 0.5 damage to water enemies and 1 damage to others.

Your earth hero deals 2 damage to water enemies, 0.5 damage to earth enemies and 1 damage to others.

Your wind hero is neutral. He deals 1 damage to any enemy type.

Enemies have 2 health, each 4th round an boss enemy spawns which has either 5 health (when it's fire/water or earth type) or 4 health when it's wind type.

There are 3 mob lanes. Mobs advance each round. When they reach the end of the lane and you can't beat them, you lose one of your 3 lifes.

You can place up to 2 heroes per lane. If the hero in the front spot kills the enemy, the hero in the back will attack the next mob in that lane.

You must be careful with your decisions.

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I have added some background music.

A few friends of mine have tested the game and with some experience, you should be able to reach wave 30+

The bosses and the wind enemy (and especially the wind bosses) are pretty much the reason why this game get's rather hard at some point. Really based on your luck.

There have been suggestions like a benefit for beating a boss (pushing the lane back by 1 spot), getting an extra life after x rounds and changing the wind element.

Anyone has an opinion on that? I feel like nerfing the enemies too much will take away a huge amount of the strategic part of the game.

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To counter the "bad luck" you could add items that give you some break.

 

For example, an item that push back the lane 1 spot (Same as you said when killing a boss, but the advantage of this is that you decide when to activate it). Or an item to "freeze" the enemies during one turn so they does not go forward.
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Thanks four your suggestion, MesmerismJS.

I'm currently debating on spawning items on lanes. E.g. when you kill a boss, the next mob in the lane will either be a life, an push back item or an bomb, which deals 0.5 damage to the whole lane.

That should add quite a few more strategic components.

I will see how that goes.

edit:

Actually, I will settle with restoring 1 life each 8th round.

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Nice, I haven't read the instructions (as usual, who reads the manual except engineers ?), and could figure how to play in about 10 secs, which is a good point.

 

Edit:

 

ha great the forum ate my message, again.

 

 

 

* "Full screen" button which reset the game=bad.

* Click to fight is a bit disturbing, it doesn't feel clickable, my mom probably wouldn't get it and ask "and what do I do now ?".

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Nice, I haven't read the instructions (as usual, who reads the manual except engineers ?), and could figure how to play in about 10 secs, which is a good point.

 

Edit:

 

ha great the forum ate my message, again.

 

 

 

* "Full screen" button which reset the game=bad.

* Click to fight is a bit disturbing, it doesn't feel clickable, my mom probably wouldn't get it and ask "and what do I do now ?".

Thanks for your post. The "Full Screen" link in the web version is the actual game. It's always full screen but because I only use a canvas renderer, there will most likely be lag for many people with older browsers/computers. That's why I uploaded it also as 480x320 loaded in an iframe to make sure that all people can test it with no lag.

The "Fight" Button sure could be better but I didn't want to create another graphic and the touch/mouse over/out handlers. Damn 13kb limit! :D

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