nice concept..
I really like the idea of chaos wheel..
good luck..
Play game
Hue-Man: Chaos Edition's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #7 | 4.174 | 4.174 |
interpretation of the Limitation | #8 | 4.261 | 4.261 |
Overall | #11 | 4.076 | 4.076 |
Presentation | #30 | 3.957 | 3.957 |
Concept | #31 | 3.913 | 3.913 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Mythril Smiths (7 Humans)
Software used
Unity, Aseprite, Audacity
Use of the limitation
Chaos Wheel - adds a TON of additive mods AND enemies growing in number by splitting.
Cookies eaten
One person had two ding dongs, idk about the rest
Comments
I was really excited every time the Chaos Wheel added something new to the game.
Nice mechanic and very polished! Hard at first but then really fun. Good job!
Really nice game! Very stressful when there are tonst of ennemies but I had a lot of fun playing it. The are and level of polish are amazing too! Nice job!
Your game feels really polished, I had a lot of fun. even though I was so stressed ahah. The wheel adds a really nice touch (and it's super cute!), especially when it makes the slime change colors. Great job!
Wow! This game's great! It's super chaotic! Just like the matrix 4 at the end of the film said:
"Swarm mode is heckin' awesome"
This was a whole lot of fun! The chaos wheel is a very cool concept, with a really nice variety of effects, and I love the scanning mechanic
I found I ended up having just as much fun firing as fast as possible in an attempt to cause carnage. Out of interest, any tips or tricks on getting such huge numbers of enemies on screen while keeping the game running so smoothly?
Hi, Thank you! Glad you enjoyed it! I like this subject so I wrote a lot :)
To be honest we did not need to focus much on performance and were more focused on the time constraint :). That being said we did make sure to make a few minor tweaks that got us enough enemies on screen running fairly well (still lags a bit on some penetrating bullet shots) but we were satisfied enough given the map size we made. I'll give you a list of what we did do, and what we totally could do.
We used the Unity game engine and the Universal Render Pipeline so some of these might be specific to that.
Things we did:
- Make sure bullets, slimes, and hit effects were destroyed when they were done with. So not letting your bullets fly off screen forever, for example.
- Using discrete collision detection on the rigidbodies and not continuous, since things are colliding relatively slowly.
- Basically turning off anything in our URP renderer we did not need, like anti-aliasing. Although, now that I think about it we could have turned more off :).
- We don't currently have any Realtime shadows.
Things we could / should do (if we made the game/maps bigger):
- Add all of our sprites to a Sprite Atlas in Unity so there are not multiple texture look ups (this is super fast to do, we just forgot to do it)
- Double check our scripts for places we can take code OUT of the update or physics loops.
- Use object pooling instead of instantiating slimes / bullets / effects like we currently are
- Use gpu instancing and instanced properties in their material/shader as needed. A good use case for that in a game like this would be having health bars on all of the slimes. We could use gpu instancing with instanced health/color properties to show all of those health bars, with different colors and values, all in 1 draw call. I suppose you could do something similar with the Sprite Atlas and swapping textures as well.
- If we really needed to push the number of objects it seems Unity's ECS/DOTS system would be a good choice, I still have not had a chance to try it out though. I also don't know if it works with WebGL!
- This list goes on... :)
Pretty good game, though it didn't feel like the wheel effects mattered all that much - except for the one that made the slimes change colors.
Really nice art style it consistent and polished. I didn't quiet get what the scanning was doing but overall enjoyed the game.
Pretty fun! I like the scanning / shooting color idea. And the chaos wheel makes the game more interesting
This is surprisingly fun. I agree with the other commenter that ray scanning is a bit clunky, but otherwise top notch.
I really like the mechanic of the slime roulette and the attached mods. Kewt pixel art as well! :3
Fun game! The art looks very nice, & the music is good too. Scanning enemies with the ray feels a little clunky, especially when there are a lot of slimes. That might have been intentional for the overloaded feeling, but I think it would've been more interesting if there were less slimes, but they were faster.
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