Plastic Defense: Bugicide (Alpha Map)

Welcome to Plastic Defense: Bugicide, a top down 2D strategy game built around the concept of plastic army men fighting nasty bugs!

Your mission in this Alpha build is to defend a critical asset from the horde of ants and flies with a fresh batch of units.

You have access to 3 difficulties; Easy (50% Enemy health), Normal(100% Enemy health), or Hard (150% Enemy health).

- Controls -
WASD: Controls camera movement. You can also move your mouse to the edge of the screen.
Q&E or Mouse Scroll: Controls the map zoom.
Left Click: Selects or deploys units.
Right Click: Re-deploys selected units.
R: Rotates units that are being deployed or re-deployed.
Z: Changes the unit deployment type.

- Gameplay -
Gameplay in the alpha revolves around the “Battle Map” which is where were most of the action will be taking place.
Plastic Defense: Bugicide will eventually have two main phases. The first will be an overworld/economy phase where you will build armies, secure supplies, move unit’s into position etc.
The second phase will take place on the “Battle Map” where you will have the chance to deploy the units you have created in the first phase.
The type of modes within the battle phase will depend on what is happening in the economy phase (Defend, Disrupt, Escort and Siege).

- Sound & Art -
As this is an alpha, a lot of the assets are either not final or not currently implemented.

Thank you for taking the time to play. Please let me know what you liked or didn’t like about the game, it’s still in very early development so there is much to improve.


I have been working on changes to the deployment UI and how units are re-deployed within the battlefield.

Deployment UI: There’s a lot of ways I can have this displayed on the screen; how it currently is, more RTS like down the bottom, hidden unless called requested (via a button), etc. but I have decided to go with a unit card system at the top of the screen that is heavily inspired by tiles like Wargame and Steel Division 2.
I feel this is a good mix of showing you the required information when needed, but not making the UI feel too bloated.

Re-Deployment: I have been working on changing how re-deployment works as I feel in the current version it’s a little too static. I am not looking for this to become a full blown RTS, but a bit more freedom in how units can move I think brings a bit more choices to unit positioning.

Today marks the first update for Plastic Defense: Bugicide.
The updated version can be found on our itch.io page and the changelog is below or on our latest devlog.

Thank you for the continued support!


Additions/Changes

  • Redesigned the UI of the Battle Map. It now uses a Unit Card system heavily inspired from games such as Steel Division 2 or Wargames.
  • Player units now re-deploy using nodes rather than being dragged to the new location.
    • Nodes are placed with a right click whilst in the re-deployment mode.
    • Each node costs logistic points and has a maximum distance before another node is required.
    • A Player unit can move at Emergency Speed in the re-deployment mode for twice the speed at the cost of twice the logistic points.
  • Player units are now able to choose if they attack the closest or furthest enemy unit within their attack radius.
  • Player units that are attacking air targets now use a different projectile (dark red).
  • Player units are now transparent when being deployed onto the Battlefield.
  • Player units must now be deployed within the Green deployment area and are unable to be deployed within Red deployment areas, outside the map OR on map specific areas such as the walls.
    • Green and Red deployment areas will show when you are deploying a unit.
  • Basic tooltips added for resources and unit orders panel.
  • Increased the maximum player units allowed on the Alpha Map as well as the starting logistic points.
  • Updated the Anti-Air Truck model.
    • Still using my questionable art skills.
  • Added player outpost towers into the Alpha Map.
    • Outpost towers generate Green deployment areas around them.
    • Outpost towers are ignored by enemies and cannot be damaged.
  • Added the jeep to the players units.
    • A lightly armored fast moving tier 1 vehicle.
  • Added the aphid to the enemy’s units.
    • A small, weak fast-moving enemy meant to disrupt the players front lines by having troops focus fire on them.
  • Added an interactive loading screen.
  • Re-deployment nodes only show for the selected unit, not all units now.
  • Fixed an issue with units unable to be deployed if their collision box was next to a Red deployment area.
  • Fixed dialogue portraits loading to late at the start of a dialogue event and too early at the end of a dialogue event.

Bug Fixes

  • Re-deployment nodes only show for the selected unit, not all units now.
  • Fixed an issue with units unable to be deployed if their collision box was next to a Red deployment area.
  • Fixed dialogue portraits loading to late at the start of a dialogue event and too early at the end of a dialogue event.
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