Very nice game!
I liked the mood and the shooting mechanic, also it's nice that you add a lot of polish.
when I died I could still rotate the player but that's just a little mistake.
btw if you can play the game that I made and give me some feedback I really appreciate it :)
Play game
Sparkles's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #43 | 3.158 | 3.158 |
Mood | #45 | 2.947 | 2.947 |
Overall | #52 | 2.789 | 2.789 |
Audio | #53 | 2.632 | 2.632 |
Gameplay | #67 | 2.421 | 2.421 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
URL
https://github.com/quantm-labs/GameDevTV-2021
Comments
Nice work, I had a few issues while playing but over all good submission and its a good base to carry on with it if you decide to. I played it on my livestream tonight and you can view the replay here if you wanted to see it
Wow, thanks, really feeling honored. Been watching some of the streams (still go to work and such) and enjoy the fact that you take the time for games. Will watch this one too of course!
Yes, eventually we will continue with making the story and gameplay solid. Our studio (me and my associate) is currently build a remake of one of my older games. When that is done, we will reprioritize and see which game will be next. We feel that Topdowns did go easy for us, so who knows.
Thanks for all the remarks on the game, it really helps pinpoint the things that we as developer didn't notice because we have been playing it through and through. The minimap in level 2, the audio of the dripping, the projectiles. Many thanks. We will develop a full game from the concept (you didn't go to Sparkles in the end, which would have shown the additional mechanics, but we are really grateful for you playing it!)
Nice game, The main thing missing here is a tutorial level to let the player know how to play the game.
btw, in unity you can use the joystick and arrows without changing it in the settings
It looks like this game has some technical issues, which is a shame. It looks good and the audio is nice, too.
Overall, it's a good game base, but it needs still a lot of polish imho. I would focus more on the UI and to find out why is there a huge frame rate drop after playing for a while. Special thumbs up for the funny looking monsters :)
Game looks great, controls felt a bit stiff.. found the shiny, but RMB did nothing, tried running over it and the game froze.. but yeah, tiny little issues.. still quite fun to play
This game has a really cool aesthetic. Well done! I did experience a game freeze twice when I ran over the shiny thing... not sure what it was? It flashed up some black and white text when I was standing on top of it I think. The character also slides a bit in idle animation but I like the extra challenge this presents. :) Nice work doing this all in 2 weeks!
Hi, thanks for the compliments. Yes, I noticed the sliding too. The white in black was the missing tooltip that should indicate to the player how to pick up the gold. However, this was eventually not implemented (says: RMB) and you have to stay over the gold for 3 seconds.
It helped that my artist wanted to help out for the jam (he has a lot of other stuff to do for QL, but together we were able to provide a MVP mostly. The storyline wasn't fully in, as the player doesn't know he will have to play the game atleast twice (to understand the way 'not all that glitters is gold' is part of the game).
The blobbies are definitely the highlight for me. I felt bad shooting them, so I tried to get as far as I could without. I nearly got to the end of the map, but there were too many and I died in one hit? I thought the red bars would have been my health, but I guess not.
The game had huge framerate drops the longer I played. Being able to hold down to shoot was nice, but the screenshake became a little too much. Just clicking to shoot didn't always work either.
Well done making this in two weeks! This looks really nice and controls pretty well. Good job!
Yes, the core of the game is about expectations and how we often idolize specific 'shiny' things, like gold. You can get through the group near the end by using physics. shooting them continuously will push them back and get you the opening to pass. Thanks by the way. Most of the mechanics were made in 1 week. Second week basically fell short as the artist was moving and didn't have much time (yeah, about ill planning :D )
Nice game!
But for me it was lagging a little, and the weapon didn't shoot when I pressed the RMB, also I couldn't collect the shine little thing.
The camera shake was cool, atmosphere was cool too with that water droping sound
Great little shooter! Had a strange little thing where my character was sliding around a bit but could have been an issue on my side. I still had fun with it, great submission!
I liked the crocs and the camera shaking with every shot was really cool. also that sound of water dripping was driving me nuts and I loved it lool.
I haven't found enough gold yet though... will try to get the needed amount I would like to see the ending.
Of course, for all other games we make, check out https://www.quantm-labs.com :D
Great idea, but I think the screen shake on every fire is a bit too much!
I quite don't get how to play it in joystick mode. I can move with my gamepad's stick, but to turn around and fire still requires the mouse?
The "circle" action button drops back into the main menu which is an option I'd rather expect to be located on either "Select" or "Start", but not one of the main action buttons...
Also, I think you're not supposed to be able to shoot through walls?
Hey, thanks for letting us know that you can do gamepad for move (they are activating axis so should indeed work). The turning does require mouse, as I implemented raycast.
Cancel (back) is indeed going to main menu. These things will be changed in the future.
We didn't implement gamepad (aka new input system) yet, two weeks was too short to also focus on that ;)
The shooting through walls has to do with the buildup of the level. The actual build would have solid constructs :D. But in 0.4 I will make sure that all walls block the bullet (meaning you can use ricochet bullets.
What is joystick mode then supposed to be that you can activate in the settings?
By gamepad I am referring to my PS3 controller, btw.
If you want to separate movement from the direction the player is pointing at (like you can retreat walking backwards while still firing at the enemies) this could be done by one analog stick for movement and the other one for direction. Firing would be best than on one of the shoulder buttons so one can keep moving with both thumbs...
I don't think the new InputSystem would be required for doing that, at all...
Those crocs are seriously cool and i love the screen shakes. Awesome job.
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