Tower Defense Fest Stream
Oogly-iioo Tower Defence streaming!
Oogly-iioo Tower Defence streaming!

Simon Bäckström · Aurora Punks
Oogly-iioo Tower Defence streaming!
Oogly-iioo Tower Defence streaming!
After a long radio silence we are back! Rollback Since the latest update made the game unstable we have decided to roll back to previous. Some features will be lost but the game is now in a stable state. The future We are going back to the game and looking at what we can do. Noth
After a long radio silence we are back!
Rollback
Since the latest update made the game unstable we have decided to roll back to previous. Some features will be lost but the game is now in a stable state.
The future
We are going back to the game and looking at what we can do. Nothing is set in stone yet as we are still working on other projects as well but hopefully we can come with updates to the game with bug fixes and content in the future.

OOGLIBOOGLI!! With this update I took help from the new commuunitymanager that I'm working with to create a little summary video! Check it out! I'll still post everything in textform too tho, so heres that NEW STUFF: The Drone! - this will warn if there is no clear path to the co
With this update I took help from the new commuunitymanager that I'm working with to create a little summary video!
Check it out!

I'll still post everything in textform too tho, so heres that
THE DISCORD IS WHERE ALL THE DISCUSSION HAPPENS:



Hello again, Ooglibooglers! We're cruising through the Ooglians roadmap at a brisk pace, so here's a look at what's coming when the next update drops LATER THIS WEEK! Get hyped for the addition of Ooglimass, Factories and the Battery. Lots of things to process in that gif - let's
We're cruising through the Ooglians roadmap at a brisk pace, so here's a look at what's coming when the next update drops LATER THIS WEEK!
Get hyped for the addition of Ooglimass, Factories and the Battery.

Lots of things to process in that gif - let's break it down:
Ooglimass is what we're calling that new green goop, and it will occasionally drop from exploded ooglians.
You can use that ooglimass as resources by shoving it into the Factories.
Some factories will generate power just like cores, as long as their tank of ooglimass isn't empty, and some will create items if fed enough power!

One of these items is the new Battery!
This badboy can be smushed, releasing a wave of energy that powers everything in range.

That's about it for now, but we'll be back later this week with proper patch notes!
Thank you again for your feedback and support!
JOIN THE DISCORD TO PARTAKE IN THIS FEEDBACK AND SUPPORT KTHX LUV U


Greetings, all you OogliBooglers! Behold: The roadmap for the Ooglians journey leading up to a 1.0 release! Things to come will be very experimental and change some core things about the game you know, so it's very important for me to get your feedback and thoughts around these t

Behold: The roadmap for the Ooglians journey leading up to a 1.0 release!
Things to come will be very experimental and change some core things about the game you know, so it's very important for me to get your feedback and thoughts around these things.
Bugfixes and rebalancing will happen continuously. new modules and enemies will also come with these updates
(which just launched!) introduces Wall parts, updated pathfinding for the ooglians and removes autotargeting for modules.
The idea is that Ooglians will now work a lot more like a traditional tower defense game, with the enemies always going for the core if they can pathfind there.
The walls will show up as an option in the loot table, and when placed will force ooglians to go around them, allowing you to direct them (into hazardous areas).
This means your placement of cores will matter way more and you can actually create labyrinths with the new walls. The ooglians will only attack the closest core if they cannot find a path towards the main generator.
Cores and walls cannot be moved during a wave, so hopefully this creates a lot more opportunities for smart strategy when it comes to building and aiming modules.
will add Factories and Resources.
Factories will be able to produce power and other resources, the idea is that ooglians will now have a chance to drop some Ooglimass upon their inevitable demise.
The Ooglimass will then serve as a resource for you to use on different things.
The factories will be buildings that create different physical things, such as bombs, batteries and various other cool things!
Belts and automation!
This update will try and bring more fun automation to the game, such as belts and various buildings that use power in an interesting way.
Cores that autoaim, cores that rotate modules in a consistent manner etc etc
hopefully this will make it easier to express yourself in different ways and allow for different strategies
will bring a meta progression system and research.
this will flesh out the main menu, adding the ability to Research new buildings, parts and other stuff!
This basically means the game gets more advanced as you progress with later unlocks. Research and unlock new parts!
That's all for now!
The roadmap will be updated as time goes on, but right now this is the focus! I hope you're just as excited as I am!
// Simon


Before we start, i just want to ask you to keep your eyes peeledI The roadmap for future updates will hopefully be released sometime NEXT WEEK! with that said, let's get into todays update: WHAT?! WALLS!!! With this new patch I'm trying something very experimental and gamechangin
Before we start, i just want to ask you to keep your eyes peeledI The roadmap for future updates will hopefully be released sometime NEXT WEEK!
with that said, let's get into todays update:

With this new patch I'm trying something very experimental and gamechanging!
I've spent the time since the last update experimenting with different solutions for pathfinding for the ooglians. and I think we've landed on a pretty solid solution!
Now, Ooglians will always try and take the shortest way they can towards the core, ignoring all other buildings. If there is no valid path, they will go back to the old AI and attack stuff until they can find a valid path.

Another change is that buildings can now only be moved during the planning phase. modules and wires can still be rearanged during waves tho.
This will allow for more interesting decisions in the long run, such as flying ooglians, ooglians that can jump over walls, fling other ooglians etc etc
There's also been some big changes in the backend to make place for a main menu in the future, but right now it's just an empty level with a button that takes you into the game. It's very ugly, but its VERY temporary
oh and another thing... i removed autoaim on all cores, since you now have a lot more power to dictate the paths of the ooglians

Finally, since this is such an experimental and big change I really do need your feedback on this change. please join the discord and make your voice heard! it matters ALOT (cllick the image below)


Heya, Simon here! With this new patch, I just wanted to come in and make a little anouncement: I am now OFFICIALLY BACK (!!!) on the project FULL TIME! These past week I've been working on a roadmap towards 1.0. There will be some pretty major changes, and there will also be a lo
With this new patch, I just wanted to come in and make a little anouncement:
I am now OFFICIALLY BACK (!!!) on the project FULL TIME!
These past week I've been working on a roadmap towards 1.0. There will be some pretty major changes, and there will also be a lot of experimentation.
I really do appreciate all the feedback, and I just want to make a game that deserves your time.
My highest priority is addressing the main problems in the game right now, such as it being too tedious, too manual and the "great ball of death" meta.
I have some ideas, but I'd also greatly appreciate your words on these changes too.
this update contains a couple of bugfixes, some visual stuff, a new module, but most importantly it will make ALL cores have autotargeting!
As stated, This is going to be a very experimental time, and changes are not final, but if people like it better, it will probably stay and be the new standard.
I'm sorry for the lack of clarity and information. From this moment on, I will be as clear and transparent as possible
Hopefully, I can win your trust back ❤️

JOIN THE DISCORD FOR DISCUSSION ABOUT ALL OF THIS:


EXPLOSIVE FIXES First things first: known issues. KNOWN ISSUES Aiming issues when dragging to the right - when dragged perfectly rightmost, the asset will start flipping 180 degrees. Not game breaking but can be annoying. Perfomance issues. FPS drops aren't as horrible for explos
First things first: known issues.



ARE OOGLIANS EGGS OOGS or OOGGS? A lot of stuff in this update! First things first: known issues. KNOWN ISSUES Game is too hard! The game has gotten really hard There is no way to repair damaged buildings You can still progress far, but you need the right stuff This makes the gam
A lot of stuff in this update! First things first: known issues.

We’re going to release another patch next week where the focus is to address one or more of the above areas.



MORE NEW OOGLIANS AND MORE ARE COMING More enemy types for variation! Two new modules for... slightly different gameplay! You're all still going to make a tight ball of autotargeting gatlings, though. Probably. Note that if you get to wave 100, you'll be dying to the Doglian, Des
More enemy types for variation! Two new modules for... slightly different gameplay! You're all still going to make a tight ball of autotargeting gatlings, though. Probably.
Note that if you get to wave 100, you'll be dying to the Doglian, Destroyer of Worlds. The dog is in fact no immortal, but I have no idea how to beat it. Best of luck.

thanks a ton for you patience, and we look forward to seeing you on the flat, gray fields of battle.
oogliboogli,

Fixed game entering soft lock upon mousing over the "Auto Crank" switch

EVEN MORE FRESHLY EVOLVED OOGLIANS DETECTED The major rework is still to be finished, but a patch has been long overdue. This patch brings some further enemy variety, some requested RNG balancing and more control of when to build and when to fight. ⬇ Click here to join the discor
The major rework is still to be finished, but a patch has been long overdue.
This patch brings some further enemy variety, some requested RNG balancing and more control of when to build and when to fight.

thanks a ton for you patience, and we look forward to seeing you on the flat, gray fields of battle.
oogliboogli,


THE OOGLIANS ARE EVOLVING?! in preparation for a pretty big and gamechanging patch, I want to give you some new toys to work with while you wait! This patch brings some more enemy variation, and a new module. it also has some more settings and QoL things ⬇ Click here to join the
in preparation for a pretty big and gamechanging patch, I want to give you some new toys to work with while you wait!
This patch brings some more enemy variation, and a new module. it also has some more settings and QoL things

that's all i can remember lol. I might've missed something, but that'll do for now!
GL HF and thank you all for your patience <3


Heya everyone! The holidays are over, and so is my vacation! With this update, I'm adressing some QoL things by changing the entire system for how grabbing and interacting with things works. the result of this should create an experience where you grab the intended thing more rel
Heya everyone!
The holidays are over, and so is my vacation!
With this update, I'm adressing some QoL things by changing the entire system for how grabbing and interacting with things works. the result of this should create an experience where you grab the intended thing more reliably.
I've heard your complaints about the handcrank, that it feels annoying to get more than one.
So to solve this problem I added MULTIPLAYER!
Plug in a controller and let your friends do the cranking!
The multiplayer is very simple for now, but I thought it would be a fun addition that would bring some new reasons to try out the game.
that's all i can remember lol. I might've missed something, but that'll do for now!
GL HF and thank you all for your patience <3


With this update I'm trying something new. let me know in the discord if you like it or not! (the discord is where all feedback and discussions happens) FIXES Fixed a bug with the capacitator BALANCING All structures now pin to the ground and become stationary while not dragged u
With this update I'm trying something new. let me know in the discord if you like it or not!
(the discord is where all feedback and discussions happens)
and probably more stuff too, I just forgot lmao
Thanks for sticking around, and remember that this game is far from finished and I'm only one person, so please bear with me as I try and handle all the crashes.
This version also added more info to the stacktracing so hopefully I'll be able to pin down the crashes easier

This patch is to add backtrace to the game. backtrace is a service that sends all the errors and crashlogs to a database for me to find and understand crashes and bugs! Hopefully, this will help me understand the random crashes, Please understand that I'm a solo developer and tha
This patch is to add backtrace to the game.
backtrace is a service that sends all the errors and crashlogs to a database for me to find and understand crashes and bugs!
Hopefully, this will help me understand the random crashes,
Please understand that I'm a solo developer and that the game is still very much in alpha. that means bugs and crashes WILL still happen, both now and probably along the line too.
Thank you for your patience <3
Fixed a softlock where you couldnt drag stuff after ooglians destroyed a crank you were cranking :^)
Fixed a softlock where you couldnt drag stuff after ooglians destroyed a crank you were cranking :^)
I think i squashed the soft lock on restart and the crash when something destroys what you´re holding ... hopefully..? :')
I think i squashed the soft lock on restart and the crash when something destroys what you´re holding
...
hopefully..? :')

FIXES no more crashing from infinite cable loops! BALANCING Everything except modules and cables is now destructable Reworked Gatling module NEW MODULE! QoL Added Restart button to the esc-menu Smaller game area at the start, grows over time. this is too make the game faster in t



Accidentally made the ooglians conmpletely harmless for the releasebuild. no they should be causing mayhem as intended.
Accidentally made the ooglians conmpletely harmless for the releasebuild.
no they should be causing mayhem as intended.