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That was fun - I enjoyed it! Simple concept and well executed... it's really playable!

It does feel like you could expand on this quite a lot, but it's great as a starting concept and shows just how playable a more enhanced version would be.

Here's a few things that spring to mind that can be improved on:

- Have the bullets slower so it's more like you have to predict where the asteroid is going rather than a straight on direct hit

- Have asteroids split (like @ToreadorGames suggested). I mean, you could probably get away with just spawning two smaller asteroids half the size without accurately splitting the mesh.

- I didn't really feel much of a threat when playing the game, so adding some other objects at ground level might help to give extra threat in the game.

- I think this game would reach awesome status if you had two massive guns, one in each hand... imagine that, two massive cannons and you can double up the intensity of the asteroids & other threats!

Plus a few minor things. I feel you need to increase your shadow resolution in the quality settings, it's very low resolution and noticeable (don't worry, the quest hardware can take it!). The muzzle flash is quite distracting and it feel like it needs reducing. Also when pressing the settings & achievements menu buttons, they appeared behind me - I didn't see them at first.

Overall, a really fun and enjoyable game - a simple, clean idea done really well. Great job!

I tried a bunch of different quality settings to try to get a better looking shadow for the gun, and to get shadows to appear sooner under the rocks, with no luck, so if you've got some recommendations... Part of the reason for the lack of rock shadows is that I have a directional light pointing upwards, as well as one above; otherwise the whole area gets pretty dark.

You'd get a little more feeling of threat with the donut hole and donut settings at minimum size. The rocks would be more likely to drop directly overhead. :-) And you'd get a slight touch of the "need for prediction" effect if you set the gravity strength to maximum.

I couldn't duplicate the problem with the menu screen locations. The menu screens are child objects of the camera offset, so they should appear in the direction you're facing. Was it just the settings and achievements screens that appeared behind you, or the back and credits screens as well? Does the achievements screen appear in the right place when it displays at the end of each level? What happens if you hit the recenter button?

The shadows can be improved in the Project Settings->Quality section. Set the Shadow Resolution to 'Very High' and reduce the shadow distance to whatever looks best for the game (smaller the distance, the more detailed the shadows will be).  Set 'No cascades' too... Hopefully that'll make the shadows look better in the game. Also, on the shadow casting light itself, just reduce the strength a bit so they aren't as dark.  

Alternatively, considering you're on a flat plane and the asteroids are mostly spherical, you could just cheat and render blob shadows for things, which will be a lot cheaper and also kind of look nicer in the end...

As for the screens, yeah, it was all of them - they always appeared behind me, not sure why? I tried resetting the view, but still had the same outcome. It kind of looks like it's displaying the menu in the opposite direction to what I'm facing for some reason... 

I did some more experimenting on the shadows. I upped the Resolution to Very High, and that improved the shadow of the gun. Shadow Cascades was already turned off. The strength of the upward-facing directional light didn't seem to make a difference in shadow quality. I found the Shadow Distance to be a tradeoff between gun shadow quality and where/when rock shadows appear.  The distance to the edge of the platform is 400, and I had the shadow distance set to 20. So only rocks that fall directly overhead cast a shadow, and the shadow doesn't appear until just before impact. But higher values result in a bad-looking gun shadow.  A value of 10 causes the rock shadows to barely appear at all. I like the idea of seeing the shadow before the impact, so 15 to 20 seems about right. I didn't look into blob shadows yet. Thanks for the help on what to tweak.