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A jam submission

Surface BreakerView game page

A Dome Keeper Clone
Submitted by Branno — 2 days, 17 hours before the deadline
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Comments

https://www.twitch.tv/videos/2563735230

Very nice. I've never played dome keeper, so this was new to me. Progression seemed a bit too slow for me - at some point I felt starved for the diamond-looking resource. Firebomb helped though.

Music was nice but I grew tired of it after playing for too long - some change would be very welcome

Pretty fun game!

Submitted

Hmmm I thought it would be boring but I played it more than I thought I would.
when I saw how the gun rotates I felt that was pretty cool like imagine if it just rotated with your mouse movement freely that would be much worse. made me check if there was anything I'm doing that could benefit from this kind of cogwheel winding type movement, if that is what you'd call it. If often wondered something kinda related about driving games or driving cars in GTA / CP2077 using keyboard and trying to keep a certain (sub-max) speed on the throttle. but I think a CruiseControl™ key would be better for that.

anyway, I struggle to make any suggestions. maybe if the foliage pixel bopped in time with a beat element of the BGM it might seem juicy? 

Very good prototype. I played several times trying to find the seven chips, but I only got three lol.

It's kind of difficult and minmaxxing is a must in order to survive multiple rounds. And considering that the chip's location is always the same, it would be very difficult in a randomly generated scenario.

I had fun looking for the best strategy, I'll play it some more trying to find more chips, but since I already know the location of the chips, it feels like using cheats.

Submitted

The dome gun stops all momentum when you're out and then it resumes when you hop back in, seems unintended.
Music "desyncs" from the horde timer when you pause to buy upgrades.
I was able to fire the incendiary ability while on the gun somehow.
Sometimes when you mine a tile it pushes you too close to another tile and you have to back up if you want to mine that tile. 


7 chips were a bit excessing for this demo, you run out of useful stuff to buy quickly.
During some waves I felt like I was forced to buy damage upgrades which is the point of having the offensive and progression trees being separate but stopping your progression to not lose doesn't feel good. Maybe if there were things you could shoot during the exploration part it wouldn't feel like you've "wasted" a day.

Carry capacity upgrade made it much harder to carry items because they'd detach from you much more easily.
It would be better if you could attach and dethatch pickups by mousing over and pressing E so that you don't accidentally pickup something you don't want and can dethatch excessive weight whenever you want or reposition pickups to be in the middle of a path ready to be picked up as you're walking back to the dome.
It would be cool if having more than enough mining upgrades to mine something in one hit would let you mine that tile without being knocked back.

The core design works: you're upgrading things to get better at getting upgrade materials and having more time away form the base so that much is functional but it's not exactly captivating.

Submitted

found two chips before i got overwhelmed by the horde
i noticed the progress bar at the bottom after a while, but i feel like there should be clearer visual clues of how long until the next wave starts, and when it actually begins.
it would be nice to have some extra time before waves, i barely have any time to start exploring around until i have to go back and defend the dome, even if i increase my speed

Submitted

First Dome Keeper game I ever played. Could not get resource names. It is like they icons only.

Submitted(+1)

Had fun. - tested Linux (Debian)
Would consider making game playable 100% on keyboard.

At first I was confused how should I know I'm getting attacked but than I realized that there is indicator at the bottom. People will miss it, idk if you should make it bigger or make a text appear like "new wave approaches" but would def add a sound.

Everything is gray in shop. Mark items I can afford so I jump in and see it, normally I would suggest color but you have limited color palette.
Why those circles around cartridges have collision - it was annoying
When I unlocked Fire as first item I was confused why I can't use it. Than I realized I have to pick it up and keep doing it, I got used to it but can Items regenerate at the end of the wave?
Time pause in shop is nice, pausing fire/enemies/player/projectiles - sure. But letting resources drag into our base without me having to pause/unpause/pause would be nice. Just make resources ignore the pause (or our base that sucks them in)
Tier 3 tree (oak?) - I was not sure if it's a tree looking at the sprite.
I wanted to move like 6 items but got blocked by collisions, so I dropped them and picked some again, for some reason character didn't pick up items that were closest to him, idk what is the rule to choose what item he picks up but I would recommend smallest distance.

After getting 4-6 cartridges I would consider something like compass - shows direction to closest cartridge, when I was searching for the last 2 it got a bit annoying.

Fire item - OP. Didn't realize it has throw range (does it need it?), threw it on the floor by accident and couldn't pick it back up.
Light - Nice

Carry capacity - put only one point into it. Because collisions are so big I would lose blocks if I tried to take more than 5 and increasing carry capacity wouldn't make me route less bc I would take 2 routes for 7-12 items, so to make it worth I'd have to be able to take everything at once.
Rotation speed - 3 levels in I was afraid to put extra point in bc it got harder to aim and rotation 180 deg was fast enough
Vision range - put only one point in it. If it moves enemies further away I would consider it more.
Healing and HP up - If you invest resources into it means you already are losing and you lose even more by taking it than damage and other options. Heal costing different currency was good.

If you're wandering about economy I finished game with a lot of circles, at the end I would ignore them and move as many squares as I can.

Submitted

Also got a lot of erros in console but no crashes:
-Can't add child 'Area2D' to 'EnemyNode', alread has a parent 'EnemyNode'
-Condition "p_elem->_root" is true
-1 RID allocations of type 'N5GLES37TextureE' were leaked at exit
  Texture with GL ID of 15: leaked 5460 bytes.

Developer

Thanks, a lot of valid feedback.