Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Mutant Last StandView game page

Play as a Mutant, making one last stand against the facility before the end comes.
Submitted by PCDev — 34 seconds before the deadline
Add to collection

Play game

Mutant Last Stand's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#4262.7043.200
Music#5142.5353.000
Aesthetics#5532.8743.400
Fun#6542.3662.800
Theme#6602.5353.000
Overall#6672.3662.800
Mechanics#6682.1972.600
Story#7251.6902.000

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
Assets used for project are listed down under the details for the game

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Thought the atmosphere fit well and the gameplay starts fast and works well, I think you did a good job on it.

Submitted(+1)

Love the style! And yeeting enemies across the room was fun lol. 

Developer

Thank you! I am happy to hear you love the style of the game! I definitely wanted to do something a bit different with Unreal to see if I can get somewhat of a stylistic look rather than something photoreal. Happy to say, it is possible and never been all the more happier to see a warm reception to it!

Also, can never go wrong ragdolls. Source Engine Ragdoll physics make me happy every time and I wanted to do something a bit similar even if its a bit more janky.

Thank you for playing my game, I appreciate it a ton!

Submitted (1 edit) (+1)

Nice game, it was fun and it lead to some funny moments! 
I have a question: Do enemies try to predict your movement ahead of you? 

I found that if i wiggle with A and D but keep going straight, they miss. If you can add a delay of let's say... 0.3s to when the predict for the direction change starts (and reset if the direction changes) i think you could solve it that, but not entirely sure.
In example, a enemy is aiming at me, and with every input, aims ahead of that. But if you add a delay and the delay resets with direction changes, he will keep aiming straight and hit me, because i didn't move aside, just "turned" a minimal amount.

Cheers, it was a fun game, and at one point i had a soldier run in circles trying to troll me around obstacles :D

Developer

Thank you! I’m happy to hear the game was fun and that you had some funny moments!

In regards to the enemy AI, what is actually happening is the following: If the enemy sees player within its line of vision wait for 2 seconds then find random position. Once reached (or failed) to reach position, rotate enemy to face the player’s last known location and wait for 2 seconds before firing. Repeat process if alive.

The reason why I did this is because instead of using projectiles, I was using raycasting or line-tracing as it is known in Unreal Engine. It is not uncommon for games to use line-tracing for enemies but it can be hit or miss depending on how it is implemented. So instead of having the enemy aim at the player’s direct location, instead it would get the last known location and aim and fire that way, that way it can give the player enough time to dodge, since the player only method of attack was melee. I was thinking about adding abilities but there was not enough time and would quickly over scope the project, so I decided to keep it simple. It may not be the most elegant solution, but it did worked, even if there was some bugs. I erred more on the side of being a bit easy on the balance side, especially because the enemies would become much more of a threat if there was a large group of them.

Anywho, the 2 second delay time before firing is more than likely the reason why being able to wiggle with A and D led to the enemy to miss consistently. I could adjust to be shorter but would need to find the ideal wait time cause too short would make the later waves, hell to get through.

For next time around, I do want to try and use Unreal’s behavior tree system as it seems to allow more fine-tune AI control along with being a bit more performant.

I will say it is funny to have an image of making the player character wiggle with A and D and the enemy just missing every time.

Thank you for playing my game again, I appreicate a ton and happy to hear you enjoy it!

Submitted(+1)

You're welcome, hahaha. Yeah, those were definitely some funny moments, and not bad at all. Thank you for explaining how it works, i like to get to know that kind of stuff. Good luck! :D

Submitted(+1)

Really cool game, I really like the art style and how everything is put together!  

Developer

Thank you! I’m glad the art-style worked well, I wanted to do something a bit different with Unreal Engine graphical power by making something that was a mix of photoreal with some cell-shading involved. The cell-shading process was difficult but glad to have gone through it as it worked well to highlight the character, enemies, and crates amidst the dark environment.

Also very happy to hear that everything put together was well! This was my second time making a game with Unreal Engine for a Game Jam and my first time using UE5 (last project used UE4). I wanted to take advantage the feature-set that Unreal gave along with doing something different like melee combat rather than ranged. I am pretty happy with how it turned out, along with the lessons learned!

Thank you again for playing my game, I appreciate it!

Submitted(+1)

I love the black and white vibe, I almost think it could be darker, so you have to find the enemies by their gunshots. The RMB attack didn't feel very good to me, since both of the attacks kill in one hit and that attack is slower. I think the difficulty could probably ramp up faster as well. But in any case, great job!

Developer

Thank you so much for playing my game! It makes me happy to hear you loved the black and white vibe! I decided to get shaders in UE5 a try and so did a mix of using cell-shading/toon-shading and black/white to make the game have a bit of an identity even when using free, pre-made assets!

I did thought about making the shadows a bit darker but I felt it would be too inaccessible, so I erred more on the side of caution to at least ensure the game was fun and playable even if it was more on the easier end (same with the difficulty ramp though time did played a bit of an issue in regards to balance since I did started a bit late).

The RMB attack definitely needed more work. I was thinking about taking it out but I figured to keep it since I spent some time working on it, more than I like to admit. It was my first time going for melee combat so it was definitely an experiment but this jam did provide a good experience to take into next time (along with making sure to get a build a bit of ahead time and making it faster, cause Unreal packaging was brutal).

Thank you for playing for my game and thank you for leaving your thoughts on it, I appreciate it a ton!