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UFO Mayhem: Double Trouble!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #11 | 3.024 | 4.000 |
| Visuals | #16 | 1.701 | 2.250 |
| Use of Theme | #17 | 1.890 | 2.500 |
| Overall | #18 | 1.858 | 2.458 |
| Audio | #18 | 1.323 | 1.750 |
| Gameplay | #19 | 1.701 | 2.250 |
| Overall Enjoyment | #19 | 1.512 | 2.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very unique! I really liked how creative this one was. Great Job.
Thank you very much for your feedback :)
WOW that was an unexpected thing to play! Didn't expect an ASCII-art game played in a terminal but hey! Kudos to you! There's really nothing to have about this from how creative it is, it's so hard to comprehend how it does 3d so well! I also love the polish it has where you have to be on the same text like to collect a scrap so you can't cheese moving back and fourth. Really cool project! Only gripe I have is how many delays there are, but that's probably a skill issue😭
Thanks a lot ;)
(phew, I didn't waste five months of work on the engine in vain)
The delay issue might be because I'm using realtime sounds, not asynchronously (some sounds). I'll fix that.
Thanks for your feedback!
Oh I didn't mean audio delays! I meant where the timer runs out and it says "Mission: Delayed" which is... probs a skill issue XD
oh, okay
I can't seem to make heads or tails of the ASCII-art I see when the game is running.
I wanted to convey the nostalgia of the games of the 2000s. I would have made the graphics better, but then I would have had to redo a lot. But here I agree that some objects are difficult to make out, but those that are needed for gameplay, they should be clearly visible. I had to spend about 400 lines of code on the game, although I don't have much time + developing the engine for 5 months, which was very difficult.
It's an impressive effort. But I think it needs some more work before you have something playable.
It may be helpful to keep in mind that you already know what everything on the screen means. But new players have to figure all of that out from scratch. So what you see when you look at the game might be quite different from what new players see, and there's a risk of making something that only makes sense to you.
Well, yes. My engine is not finished yet. The problem is that it is the console itself has limitations. In fact, if you compare it with regular games, it is "low quality" in terms of screen resolution. I tried to reduce the font, but it slows down a lot and the colors "break". But here I can't do anything with these limitations. I still have a lot to learn and improve. Maybe I'll find some solutions that will somehow improve the graphics, but it will take a few more months (that feeling that I will never release my alpha version of the engine).
For what it's worth, one could probably make a basic ASCII-art rendering of a 3D scene in a few hours, using an existing engine like Godot or Unity (at least if one is already familiar with the engine).
If you want to make a game engine because you think that'd be cool or you want to learn how game engines work in detail, fair enough (I had such ambitions too, when I was young, but you're far further along than I ever got).
But if your actual goal is ASCII-art rendering, there are far easier ways.
The point of the engine is that it can be easily used by everyone and that it is flexible. Rendering in another engine is somehow stupid and inconvenient for me. I have already done a lot, programming in C++ is already a habit for me. I like to rummage around in something complicated and incomprehensible. So I have achieved my goal, this is the first engine in the world that renders 3D with color support (there is no such thing with color anywhere) and other functions + it is the smallest 3D game by weight (as far as I know). For me, making graphics engines is a difficult task, but interesting (not to confuse game engines with graphics). My own graphics engine is enough for me.