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Attack of the Changelings's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #17 | 2.583 | 2.583 |
Accessibility | #19 | 2.333 | 2.333 |
Controls | #20 | 2.500 | 2.500 |
Music/sfx | #21 | 2.333 | 2.333 |
Graphics | #25 | 2.000 | 2.000 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I really enjoyed playing your game! I got to Level 3 until it got too hard haha. I like the very rough old school style although I would have loved if the level would had at least a little bit of plants or trees to transport the environment a little bit. I like the shooting animation and the weird monsters and story. Also nice little details like extra damage for head shots etc. I actually didn't had much of a problem with the platforming part of the game, i liked it.
The menu and the story text section needs a little bit of a polish, for me it was hard to understand when a sentence has ended and a new one started.
Nice foundation and i really got Thief 90s vibes while playing it haha.
I'm too cowardly to dive into 3d game dev so my props for that. It does seem the arrow charge time feels too long, the perspective so wide makes it hard to judge distance for jumps. Also the music seems a bit too loud for the effects.
Still an impressive result given the length of the jam.
Some mechanics were fun and there’s a sense of progression.
My biggest complaint is about the controls. It’s hard to do platforming right in FPS mode, and you have a problem with the way your clamping the camera rotation. If I look at the sky, my camera will get clamped, but at the floor! Same the other way around.
Also, the explosive arrows were not easy to use, especially since they lasted so little!
Congrats for your submission
Nice work, exciting this is your first fully completed game! Impressive to to have done all the modeling across everything in that amount of time too.
Definitely posed a challenge, I was getting close to completing stage 3 or 4 I think it was, but jumping between the walls and having to restart all the way back at the beginning without checkpoints made me skip trying “one more time” to move along. I don’t think i fully understood how to use or hold onto the powerups, maybe it’s intentional you only have it for a moment?
As others mentioned, the platforming is a the challenge here in 3D, since a first person view you can’t see how close you are to the edge. The jumping felt a bit “floaty” and holding space made you jump farther, but made it also harder to judge how far you could get.
My feedback is two part,
one, the shooting was fun! The fact that the enemies would change, go through this randomized evolution as you tried to get rid of them was a fun twist on the usual shoot and kill approach of many other games.
two, getting FPS platforming right is a difficult one, if you search for “First Person Platformer” on google, you’ll find quite the number of game design reddit threads that heavily discourage creating such a project suggesting that the most viable way of doing so is to make the platforming feel more like exploration rather than precision tasks. This is essentially the Achilles heel of both the concept and this project imo, as the player can’t always see either their feet, the edge of the platform or in the worst case scenario, both. This makes knowing what’s going on vey difficult. A transition to a TPS would greatly improve the difficulty. I’m speaking from experience as I had spent a year making “Blind Faith” which is a… you guessed it, magical First person platformer in which every time I had people playtest it they’d even miss the easiest platformer. This was a recurring problem.
In all honesty I really enjoyed the “shooter” part of the project! Getting the bow string strength just right whilst aiming and moving about felt like a good combo that underlined the fun gamefeel :) Let me know if you plan on continuing the development of the project and i’ll gladly playtest it.
I see, to tell the truth, this project was very much an experiment to test 3D physics and 3D game making in general, as all the Godot Engine development I had done up until that point was in 2D.
Regarding how the first person aspect may conflict with the platforming, I see your point. The inspiration was largely jumping maps from FPS games such as TF2, with an attempt to replicate the rocket jump mechanic, so it never occurred to me. The platforming came second in an attempt to fill in a lack of substance.
Unfortunately, as it stood, I did not feel the enemy AI was sophisticated enough to focus more on the shooting aspect, hence the game leaning more towards the platforming side.
Beyond polishing the project after the Jam with some easier to implement suggested mechanics and balances, it's unlikely I will continue this project further than that at least at this moment, as if it is as fundamentally flawed as you warn it is, it seems it would require a lot of rehashing that i'm not currently prepared for. It is most likely that the code and assets in this project would just be reused in a new one in that event.
Based on your suggestions I'm thinking such changes would in theory involve tamer platforming sections, combined with an improved AI and more mechanics oriented around said AI to put more of a focus on the shooting, or alternatively a third person game with a spot shadow to show the position of the player, and a hub world to encourage exploration. (With regard to the hub world actually, for sure being able to go to and complete any level would be a definite relatively easy improvement, and that may well be implemented.)
As I say, I will probably be adding small features and balancing it, and a second opinion is valued, so I would be really appreciative if you could playtest it in that event, I will let you know if anything happens.
In any case, thank you very much for your critique, I'll try to keep it in mind for any future projects.
Got to the 4th level before giving up, I think the platforms move way too fast compared to how fast the character moves. That 3rd level was already very difficult, it might have been much easier for you, you made the level and knew where the platforms were and where the boat was going to go to, but I didn't know any of that, there was not enough time to look around, find where I'm supposed to jump to, shoot the enemies and jump back to the boat, it moved way too fast, felt like I was set up to die in order to find out where I had to go before I had an actual chance. The 4th level had no indication that the water was coming as well. Not sure also how I feel about the controls, not being able to control jump height felt weird on those platforming sections, especially on the 4th level. The bow was very interesting though, the way you had to charge it up first and couldn't keep the charge meant you had to anticipate each shot, although those super fast pig enemies were a bit relentless to fight with such a slow way of shooting. The power ups felt awesome though, blasting and rocketing with the explosive arrows felt great, and the machine gun power up was the best one to kill enemies. I also think they lasted for too little time, especially the first explosive shot power up you get on the first level, there's barely enough time to pick it up, realize you have, like, 5 seconds before it runs out to read the tutorial message and do the bomb launch twice. All of those things could be ironed out with some polish, but I understand this is a game jam. Very cool game overall, very easy to improve upon, you have a nice foundation already. Good job!
Thanks for giving it a go, funny thing is I was worried it would be too easy, but based on the feedback it's the opposite. It really is deceptive when you playtest it yourself.
I did consider jump power control at some point in development, but decided against it, as the control set I was basing it on did not have jump control and I did not want to mess up the formula. In hindsight, it was probably worth implementing as it got closer to a platformer.
A shame about that, most of the better levels were probably at the back of the roster (should have given a skip option) XD, but thank you for playing, I will keep your critique in mind.
Looks great, a little dark and hard to see sometimes, I died a lot......
Haha, I was worried that would be the consequence of using one stretched seamless texture for everything. I was hoping to vary it but texturing is not my forte.