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Summit Madness - Battle Royale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #22 | 3.188 | 3.188 |
Use of the Limitation | #27 | 3.938 | 3.938 |
Overall | #32 | 3.200 | 3.200 |
Art | #36 | 3.250 | 3.250 |
Presentation | #45 | 2.813 | 2.813 |
Gameplay | #45 | 2.813 | 2.813 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Unity 2019
Cookies eaten
As Chuck Norris would say...all of them
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Comments
Nice idea. Fun to play, not to hard, The characters models are funny. The music suit well the game style! Only the controls feel strange before you get use to it
Thank you for playing!
Very good game! It is very fun.
Thank you for playing!
I liked how you used the theme. nice 3d models. +- good AI. did you write it yourself?
I had 3 attemps to win. Thanks for nice BR.
Hi! Thank you for playing.
The AI isn't the best and can be improved a lot (as I already mentioned I plan on switching to active ragdolls for both the player and the enemies) but for the jam it does the job.
And to answer your question, I work as a software engineer as a daily job so yes, all the code is written by myself :lol. It's not the prettiest or the most performant but I got a little rusty with Unity as I didn't really touch in the past year.
This is quite nice, funny little game reminiscent of Gang Beasts, the audio effects are not bad either
Thank you for playing. Gang Beasts was indeed my inspiration. I also tried to implement active ragdolls for movement but I failed miserably :lol and returned to the classic mechanics just to submit a playable game. I want to continue to experiment with the ragdolls in the future
Cool idea, love the little characters. Turning is a bit fast though and I couldn't grab/throw anyone after the first try.
Hi! Thank you for playing. Indeed the movement is a bit wonky. The initial idea was to use ragdolls for movement and grabbing/throwing (think about Gang Beasts) but I couldn't get it ready on time due to the fact that I didn't work with ragdolls that much, so I reworked the whole movement mechanics during the last day.