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SIEGEFRONT: Homeworld's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #73 | 2.530 | 3.200 |
Fun Factor | #73 | 2.530 | 3.200 |
Overall | #84 | 2.530 | 3.200 |
Visuals | #86 | 2.688 | 3.400 |
Originality | #106 | 2.055 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Video game. Runs on modern Windows computers (64)-bit
Was your game made solo or in a team?
Solo. I designed and developed this in just 9 days, and even did some custom music myself!
Did you use any third party assets, if yes what assets did you use?
All 3rd-party assets (mostly environments, characters, vfx, and sfx) are thoroughly credited in the in-game credits menu. Please consult it for a complete list until I am able to add this info to the jam page...
Did you choose from one (or more) of the optional secondary themes?
I tried to implement them ALL, but ran out of time for the "magic" part. If I had another 2 days (joined the jam late), i would add an Ability system that lets certain units do certain cool things, in addition to the shooting mechanics. May implement in the future, if i decide to finish this game!
Does your game contain 18+ content (Nudity, Gore, Language)?
No, none. Only fictional alien violence (it's a shooter) akin to what you might find in the Mass Effect games' combat sequences, or the entirety of Star Wars: BattleFront II.
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Comments
Real nice presentation, great use of assets and I like the menu and music. Game is functional and AI and level design have already been commented on. As a multiplayer online it would have been great to see the multi-level design shrunk down and perhaps made into a mix of open and tight spaces.
Once big thing for me was the zoom on the shooting mechanic, it's very jarring when the zooms at each shot, not so much when you're already zoomed in but still a bit of a challenge.
Overall though it's great to see so much assembled together in a jam. We need more alien team deathmatch games for sure!
That was great, I had to turn the graphics down to med but then FPS was very smooth for me. Loved the upgrade options for characters and the fact there was different sides. I can see you used a lot of asset packs but being a solo entry I completely get it. Great work for such a short amount of time!!
Oh forgot, your itch page is really cool!
Really cool and impressive! But it got to a point where all the AI kind of froze, which made the game chug hard and it seemed more kept spawning.
yeah, that's an issue i'll need to address after the jam. This was my first time making something of this scale so heavily dependent on functional AI, so there is certainly room for imrpovement! thanks for giving it a go!
I played around with with the aliens specifically, and thought it was pretty fun, shooting sometimes was buggy, but over all felt pretty nice, I think maybe bringing down the scope a bit would have helped give you a bit more time with some specific aspects of the game, pretty cool presentation! Had my good bit of fun shooting at humans lol
What you have here is quite impressive, especially as a solo developer, creating a large scale team based FPS with multiple classes is a serious undertaking. I do like the amount of variety here, you've accurately captured the feel of games like Star Wars Battlefront.
That said, I think things are just a bit too buggy to be really enjoyable. I found tons of allies and enemies with broken AI, just standing there, and was also taking fire from enemies through walls. I tried to play long enough to try out all the classes, but when playing as humans the game lag became extreme before I had enough points to try out either of the mechs.
You've done great in putting together something this expansive within the available time, but I do thing the game would work better if scaled down, with a smaller map and fewer enemies and allies active at once. Also, credit where credit is due, the menus, intros, and character select are all SUPER nice and polished!
Thank you!!
I agree that the map turned out to feel way bigger than i'd thought when i was making it at 11:14pm last night, and the lag must be a result of underlying problems with spawning AI (and yes the AI are very dumb at the moment). NOT how i envision the gameplay last week, but i guess I'll have to finish this project up after the voting period. Thanks for giving it an honest play!