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Waited for 3 minutes and the game finally loaded... and crashed after the intro on Firefox, so another 2 minutes waiting in Chrome and it finally loaded properly.  Oh well, here's a detailed review after the sunk cost. 

The game is decent, with functioning hit detection and player/ enemy movements, but my educated guess is that the code is unoptimized (my fans became jet engines). The pure realistic style is amusing, especially with the (unskippable) intro cutscene, though the player sprite turns black in certain animations. The enemy spawn rate is slow until I hit 6000+ score, when it suddenly spawns a huge swarm of enemies, filling the entire screen.

The shoot direction is a bit buggy, as sometimes the bullets would shoot backwards relative to the player sprite's facing direction. The bullet speed also varies depending on how far I aim, probably because of using a non-normalised direction vector to calculate the velocity vector.

I've heard that coding in Unity is hard, but a quick search online of "unity rotate sprite using vector" gives the same solution to the angle problem in "Make sprite look at vector2 in Unity 2D?", so using AI is probably unnecessary. Note: If this were in Godot, it would simply be Node2D.LookAt(Vector2 point). 

Anyway, try to export your game early and often to prevent such loading issues. If any code changes break the game, you would have older exports as backups. 

Good luck on your next jam! 

(1 edit) (+1)

thanks for your detailed review, i see and agree with all you say, you hit the nail on all the issues. sorry about the loading and firefox issue, i really appreciate that you waited and played. hoping to improve my coding and exporting abilities for the next jam, i honestly feel really bad for wasting people's time. i was a little in over my head. the opening cutscene could be skipped with space but i should've put it in the description. 

i agree the shooting is off, what with the bullets shooting backwards sometimes. something to do with the spawn points which change based on the individual sprite, to make it look like its coming from his hand. that would be my first thing to fix as i want the character to handle well. 

however i kind of liked the bullet speed change based on the length of the aim (which was an accident, from the non normalized direction as you say), so i kept that in. 

i don't really have a defense for using AI here, i tried to figure out what i needed to early on and got frustrated and caved to just asking GPT, which i felt bad about and didn't use after. in this case actually needed the specific degree from the player since i wasn't rotating the player sprite, just detecting where the mouse was relative and in which 45degree section, to swap the sprites accordingly. but there was probably a better solution anyway.