April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

Back to Browse Entries

Terra Bellum

by voxel - 48 Hour Compo Entry

Still a number of bugs, you might enjoy it more if you don't exploit them :)

* * * Please let me know if you have performance issues. I don't have access to any older graphics hardware to test with. I have a more lo-fi version ready to go if there are any requests for it * * *

Another semi-multiplayer LD entry. Early players will have a significantly different experience to later players, so consider playing again after the game has a few worlds in play?

* update 12th May 2012
Fixed a couple of the most gamebreaking bugs (able to position world tree outside of enemy firing zone and your own island self destructing after you win sometimes) and reduced the particle count a little - I hadn't forseen that a few players would actually max out their islands and have hundreds of shots in the air simultaneously :)

also added a lofi version a few days ago without shadows or blur, so should run quite a bit better

Downloads and Links




voxel says ...
Apr 23, 2012 @ 1:35am

I've given up on the ludumdare journal as it never works for me. I waffled a bit on twitter (@voxel) and far too much in #ludumdare (also as voxel), if you want to give me any community points for distracting you from your work

Apr 23, 2012 @ 8:33am

Nice concept :)

hazzen says ...
Apr 25, 2012 @ 3:16am

The lack of aiming is... upsetting. As is the lack of an undo. I didn't even know the battle would automatically end and I'd get some more money even if no one fired a shot.

More starting money is another pony to wish for.

DDRKirby(ISQ) says ...
Apr 29, 2012 @ 8:41am

Neat concept, was surprisingly fun after I started getting into it. Try and make more concessions for playability next time.

DDRKirby(ISQ) says ...
Apr 30, 2012 @ 7:20am



...do I win?

gregdevice says ...
May 1, 2012 @ 3:20am

Great idea and nice graphics! Although the gameplay does need some work (targeting, etc.) Good start!

May 4, 2012 @ 7:23am

Ha, cool idea. The forced multiplayer/registration does make this harder to enjoy, though.

uuav says ...
May 4, 2012 @ 8:01am

Nice concept and execution. Thing to know: I usually don't try games when they ask for registration, I don't think I am the only one!

Gunmonkey says ...
May 4, 2012 @ 8:10am

very nice graphics

ratking says ...
May 4, 2012 @ 8:12am

Sorry, unplayable. I can't buy much with the small amount of money at the beginning (can't see any prices?), and when I'm finally done, I fight against a "Test" world with no defenses, as my guns always shoot straight forward - never reaching that world.

Dan C says ...
May 4, 2012 @ 9:29am

Can't get past the login screen.

Thotep says ...
May 4, 2012 @ 10:16am

The base idea seems good and interesting, but its implementation is lacking. I had no idea how my world would be rotated during fights, and I ended up with turrets shooting in pillars. Almost every battle featured still worlds with no turrets or turrets shooting into space.

angrygeometry says ...
May 4, 2012 @ 10:33am

very interesting concept, runs like hell for me though, sorry.

Madball says ...
May 4, 2012 @ 12:01pm

Buids a world. Fights "test". Misses. Builds one more weapon. Fights a world. Missed. Saves money. Fights another world. Misses. Builds one more weapon. Fights... the same world. Misses. Rolls on floor laughing. More tutorial PLEASE!
But it's a great game after all!

galman says ...
May 4, 2012 @ 12:49pm

Quite nice game :-)
I played it for a while..
Some more instruction could make it even cooler

Tom 7 says ...
May 5, 2012 @ 9:46pm

This is a great idea. It's really hard to get off to a start, because most advanced worlds will crush you easily (or you both just shoot ahead missing each other). And you may regret the way you built your level and I didn't figure out how to change it. But, I liked the concept and played it for a while and was finally able to beat some people, mostly by luck.

voxel says ...
May 7, 2012 @ 9:47am

DDRKirby I hate you <3

kelp says ...
May 7, 2012 @ 9:54am

The battles are a bit static, but despite that the game is quite fun once you get the hang of it.

Catman says ...
May 7, 2012 @ 10:19am

Cool idea! Reminds me of Kingdom Hearts' Gummyship, which was a blast! :) I'd like it to be a little more interactive tho! Good job!

Jigxor says ...
May 7, 2012 @ 11:38am

This concept is awesome! I played it for a really long time, it was really fun to try and tweak my strategy after each battle. Very innovative, lots of depth, and a lot of fun!

Overall, I enjoyed this one a lot, really great game :)

DDRKirby(ISQ) says ...
May 8, 2012 @ 10:42pm

@voxel: btw in addition to "zzzzzz" which has what I would consider a close-to-optimal setup, I've also made "amidoingthisrite" which uses the leftmost-column tree placement (to avoid getting hit by enemies) but is intentionally setup to kill itself as quickly as possible ;)

Also, I ran into some money bugs with zzzzzz; at one point I had negative money:

Features of world "zzzzzzzzzzz":
-virtually untouchable tree: by placing on the leftmost column it's shifted over one, so guns can't fire straight at it. (not to mention it's protected by a bunch of blocks)
-3 full rows of straight shooters. They're separated by blocks, which essentially means that I get three "rounds" of shooting--in other words, three "chances" to shoot the other guy's line out before he shoots mine.
-full row of lobber turrets in the back

DDRKirby(ISQ) says ...
May 8, 2012 @ 10:46pm

I have no idea why I became so dedicated to optimizing my build, lol. This game has a super-weird addictive quality...

I should note that "Calypso" uses the same leftmost-column tree placement. While my current build isn't made to handle that, I had pretty favorable results by using a full column of lobbers on the closest column and hoping that they'd veer off in that direction and hit the tree.

So, while that sort of tree placement is certainly an abusive tactic, it isn't undefeatable.

robcozzens says ...
May 11, 2012 @ 3:12am

Wasn't quite sure what to do, but it seemed impressive even so.

May 12, 2012 @ 6:28am

Ok, so I played this game way too long, a few hours!

Problems I saw:
- Forcefields did nothing.
- Audio got pretty annoying.
- Aiming had a random element which made it frustrating.
- Due to the time limit it's possible to create an unbeatable world. (Or one only beatable by luck) I also couldn't tell when I was being killed because of the time running out.

Things I enjoyed:
- Everything else!

P.S. My world is called Truck because I asked my fiancee for a random word...

May 12, 2012 @ 12:05pm

Well, I think I've achieved something close to an optimal setup: http://www.pacifistgames.com/files/Truck.png

And here's Truck pwning zzzzzzzzzzz: http://www.pacifistgames.com/files/Pwnage.png

Excellent game! You better keep working on it! Follow me on twitter! @PacifistGames

Spotline says ...
May 12, 2012 @ 12:15pm

Very nice concept ! Too bad you hadn't time to push it further

Make A Game says ...
May 12, 2012 @ 12:20pm

Had to play the lowfi version. There's a lot of trial and error, but it's pretty entertaining. I thought I could shoot through my green light barriers but I destroyed them instead. A tutorial would be much appreciated. :)

Jacic says ...
May 12, 2012 @ 6:22pm

That's pretty cool. It's a little hard to figure out at first though.

egerlach says ...
May 12, 2012 @ 10:26pm

Wow. Really amazing work. I'm having a ton of fun playing it.

DDRKirby(ISQ) says ...
May 14, 2012 @ 1:43am

@Pacifist Games: haha, nice. I guess I underestimated the power of the lobbing turrets. :) They're certainly useful for taking out trees that are hidden in the corner, too.

DDRKirby(ISQ) says ...
May 14, 2012 @ 2:14am

oh man, the update changes the metagame quite a bit! ^^;

You must sign in to comment.

[cache: storing page]