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I never expected a 3D web game could perform this well, especially considering all the grass and lighting effects you are using!

The game itself was a bit on the hard side if you try going at crowds head on, for me it turned a bit into "kiting simulator" especially when trying to attack enemies down below, especially with the insane veteran sniper level accuracy the aliens had.

With that, having the ability to rotate the cam would have made that a much nicer experience.

Being used to do WASD on a Azerty control scheme of forced Qwerty layout was a bit hard, skill issue on my end maybe? but having a keybinds menu would have nicely solved that! Also tried out using a controller after reading that it was a thing ingame on a relay pilar, but sadly I couldnt figure out how to shoot using it. 

Sound design was quite good, I do felt like there was not enough feedback when enemies got hit especially if they were offscreen.

I had a great time reading your devlog & I provided feedback on it, adding in my own experience ontop. 

Its really nice to read the optimisation stuff you had to do to get the game to work and I'd look forward to seeing how your projects further build towards a greater game.

I have a recording of my entire playthrough + reading all the page content, please reach out to me on Discord if you want to see the "clip" (more like hour long vod) xd, Its waaay more than I could possibly put in a simple comment on Itch!

Thanks for joining the Jam, And I hope you had a good time working on the project! <3

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I think there is actually only one real light: the sun. All others are those fake lights attached to bullets that I wrote about on Discord and in the devlog. Yesterday I tested an improvement to that fake light idea since overlapping lights get so super bright. My new alternative doesn't anymore but is a bit too weak, maybe that can be improved further with harder rendering tricks.

Yeah a lot of enemies at once are difficult. The idea is to only fight with a few at once avoiding drawing more and more into the fight. They will alert nearby aliens when hit and can of course see you. You can also tactically leave health drops for later if they would overfill you at the moment. You can also get behind obstacles like radar towers, ships and the plant barriers to make them loose sight of you.

With the cooldowns of the weapons (1-2 seconds) there is a certain rhythm of dodging (with space) and shooting you can get into to dodge most bullets. Depending on the rhythm of the enemy shots and amount of enemies that might not work that well. I try to make a video of a more or less full playthrough later and post it on Discord as well.

The controller hint is a missed leftover from when I still wanted to add controller support but I never implemented aiming with that marker so I took most buttons out again and remapped the alt buttons to 1-3. Control remapping and proper settings in general would have been nice as well as a bunch of other things. The current settings have various issues. Can't you just enable an English keyboard layout to avoid that common Azerty issue? German here who has that issue to a lesser extend as well.

I'm working on a lot of things right now like a better vegetation renderer to use in future jams. That did eat quite some time. I wrote down so many things to work on... Including settings. Another big time eater was Amplify Shader Editor failing me and me having to redo some things, I could have avoided that by simply changing the shader model to <=3.5 instead of the standard of 4.5 which doesn't work on WebGL... Found that out after the jam.