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Off Dimension's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Art | #16 | 2.833 | 3.778 |
Audio | #18 | 2.250 | 3.000 |
Mood | #22 | 2.167 | 2.889 |
Overall | #24 | 2.167 | 2.889 |
Fun | #24 | 2.000 | 2.667 |
Theme | #24 | 2.333 | 3.111 |
Humor | #26 | 1.167 | 1.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code repository
https://github.com/pgrenon1/PATRICE
Tools used
Unity
Blender
Photoshop
Gimp
Aseprite
Audacity
Substance
Comments
The graphics and global feel of this game are really great !
Unfortunately I experienced the same problem with the inputs so I couldn't go far.
Hi! thanks a lot for the comment! I updated the build with a bug fix for the input problem, since another user mentioned that we could bug fix up to October 5th. I'm not even sure I actually fixed the bug since I only have a PS4 controller so I can't test.
I have to thank user PhilippTheProgrammer for the help on the bug :)
One last thing: I continued to work on the game since the end of the game, but it wouldn't be fair to update the jam submission with actual improvements that was done outside of the jam, so I made an out-of-jam version. Here it is!
What an accomplishment! I love the graphics and the movement, VERRRY SMOOTH movement! Great job, Phil!
Despite not being able to stop shooting, I think the game was still pretty fun. I had to use dimension switching to recharge my shots. I think making it recharge faster would definitely help make the gameplay better. Also, the homing enemies were a bit too difficult to avoid.
I had the problem that my ship would not stop firing until running out of energy, which made the game quite unplayable. Really a pity, because it looks really great. Respect for going 3d in a weekend game jam. I know that it's a lot more difficult to create good looking 3d than 2d under time pressure, and you created a really decent looking game nevertheless.
Hey thanks so much for playing and for commenting! It's a shame you got that bug, I don't know what could have caused it, but I have to say I'm not surprised since I really struggled to make the controller work at all. My partner and I are still working on it a bit for fun, so I'll be uploading a different version at some point this week.
Anyway, thanks again
Sorry, but it doesn't seems like I can just fix that for you that easily. Playstation and XInput gamepads use different axis configurations in Unity. You can check out how this works here: https://wiki.unity3d.com/index.php/Xbox360Controller
- The triggers are axis 3.
- The right stick are axis 4 (horizontal) and 5 (vertical).
So people with an XInput gamepads like me just need to hold the right stick down when they don't want to shoot.
I don't think there is a simple fix to just make it work on either gamepad. I think you have to add some way for the player to tell you what gamepad they have and configure the control accordingly. Or perhaps switching to the new Unity Input System might help?
Thanks for looking into this and for the info. I thought of the new Input System during the jam but I was afraid I would get stuck implementing a big system that I don't know about in the middle of a jam. I'm definitely planning to know more about it before my next jam though. I have used InControl in the past I also thought I would save time by skipping that layer.
It's too bad for this time, but next time I'll know more about this, and I'll put the necessary time in it
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