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(+1)

A very nice stylized game, I know you've said this was a project for a degree program and as a fellow student doing the same I thought i might leave some feedback for improvement nothing crazy but just ideas to sit and think over

1. For the menu options everything doesn't need a confirmation box deleting some of theses from the code like the one for when you die and click restart level we don't need to confirm at that moment because of the only two options we have on that screen.

2. maybe get rid of the health bars over enemies, it can be process intensive on the computer having to check the enemies on screen and do the math in the split seconds while your firing down range

3. The bullet animations, I like the idea of them being tracer like rounds but i think this also maybe adding to the lag the game gives. again going back in line with twos point of lag to produce the visual feedback

Like i said before its a great game, I like the concept and the art style you went with going into the project but I think the stylization came before the games ability to run somewhere in production. It might be simply the stuff I listed above all the code for some of that extra stuff might be bogging down the computer.

Love to see how your work progresses from here mate

Good luck

~VFBmax

(Edited 1 time)

Hi! Thanks for the feedback :) In response for some points:

1. Yeah. The UI is one of the less worked parts of this project. I'm only work on this after the deadline to made minimal usable for the final users (the initial UI and menus were very very simple and basic).

2. The lifebars are a obligatory requisite for the practical exercise by part of the teachers :) (and the code to manage this have a very little performance cost).

3. Yeah, another obligatory requisite. The requisite limited us to implement the all shoots as fisical bullets throw from the weapons by forces using the physics system. The ideal way wiould be implement this as a ray, for the instant impact or for ensure the target if the bullet has retard, and use a trace renderer for show the shoots.

The unoptimization is come for how is implemented much of the elements and mechanics by the forced limitation requisites. For example, all objects, like bullets or particles, are created and destroyed continuously instead of using an object pool (the teachers want to see if we learned to use the Unity3D basic functions and concepts to instantiate and destroy objects in scene), and other perfomance problems are related for how is comunicate between game entities in scene (masive use of FindObjectByType and similar Unity3D functions for example).

Thinks that is the first practical excercise of the master degree and the pourpose of this little projects is evaluate our level of what we have learned in class (thinks that is like an practical exam). The goal no is reach to made a final quality game (and less in one month of development). This is the pourpose of the final project (with a duration of 3 months to develop and no requisite limits).

Anyway, thanks again for all your feedback. I appreciate much all feedback received. Is an important way to improve my work on future projects, and I'm glad you liked the game :)

Regards!