Super Meat Boy meets bullet hell. Heh.
Art is pretty good.
I legitimately spent a while trying to get past the swirling spiral thing. Can't do it! D:
Not sure how that ties into "decay".
Animations are really sweet.
Mechanics are incomplete. The outcome seems to be the same no matter what you do, and sometimes it's impossible for you to get anywhere near the ball.
Heh! Ethical choices in a jam game! Awesome.
Do I save the thirsty dying man or do I save the village?
If I choose the former, do I then steal water from other villages?
That's clever and subtle. The presentation and mechanics are pretty basic but it's a great idea.
Performance and launching was fine for me.
Skybox is pretty and the rocket launch screen shake was good.
There isn't much gameplay here besides working out what you're supposed to do (something very simple) very quickly. Not great design: punishing the player for being confused when dropped into a new environment won't go down well.
BUT. With a bit more prompting you could develop this into something more substantial. Having the current level as an introduction to a series of progressively more challenging puzzles could work very well. Just need to take the pressure off when the player's first learning how the game works.
Very cool presentation. Really like the level of detail and interaction with the environment.
The physics felt a bit weird on account of the player only being able to move orthogonally... but if the player is a cleaning robot that ties into the story well.
Love the Moonbase Alpha reference. aieou. aieou.
Nice 3D environment and music.
Got a dollar from the couch. I feel like I should be able to put the dollar in the vending machine, get a coke, put the coke in the microwave, get metal parts from the exploded microwave and use them to unlock the door somehow.
That would be cool.
Anyway good work :)
Zombie survival horror is pretty well established but it was ambitious to build one for a jam.
Controls made no sense on a QWERTY keyboard. Was this programmed on an AZERTY?
Graphics and sound are very good.
Combat is unpolished but workable.
I wasn't involved with this one so I can comment...
Animation and presentation was super neat.
Lack of regenerating health blobs makes it difficult to strategize.
Not being able to move in one direction and shoot in another is incredibly frustrating.
Still, pretty cool :D
Nice fun maze challenge. Black and white graphics are surprisingly crisp. I actually like it better without enemies -- makes it more kind of meditative. Maybe with some backing music you could enhance that angle. Good work!
Neato. Love the grey lead menu. Low tech but different.
You have nothing to apologise for -- you've created a game that meets all the criteria needed to be playable. You're off to a great start with Unity and I'm really interested to know where you go with it :D
Nice graphics, particularly like the use of motion blur.
The gameplay is challenging and addictive. I really like this.
Not sure what the significance of the various shapes/colors of enemies is -- does it change their behaviours/health?
Anyway. Surprisingly fun. :)
Wow, very cool! You even made an icon.
Making an FPS in 48 hours is a huge achievement and having actual combat is even more impressive.
The middle of the crosshair doesn't line up with where the shots go, they fire towards the upper corner of the sprite. That's fairly infuriating ;)
I'm not sure having a timer works for this style of game.
Graphics are very good and the music is catchy in a repetitive way.
Very high level of polish. Outstanding graphics and sound. Simple to play but difficult to master. Very good.
My only suggestion would be to reduce the possibility of a player being killed by a circle spawning on top of them -- it's very difficult to avoid being hit and is largely random.
But yeah, this is excellent.
Holy crap, 441mb! Unreal is heavy.
Couldn't get any control to happen on Level 1. But on Level 2 you could control it with mouse up/down. Is there something I'm missing?
Mouse up/down wasn't very sensitive and felt a bit flat/no momentum. Not entirely sure how it decides who wins if the ball leaves the map -- does the player always win if they can get it out?
Graphics are very good and sound does the job. I could see this turned into circular breakout very easily. Good stuff!
Extremely impressive and mouth watering art assets :) Physics are suitably frustrating. I do wish there was a way to pull the cherry back when it's near an edge.
But that's kind of part of the charm of a physics game like this.
Still in two minds about the choice of music. Seems a bit dark for the content. Which is a legitimate choice but I dunno. I'll have to keep thinking about that.
Nice graphics. Nice sound. Seconding the comment about the laser firing too slowly. Love them particle effects!
Mechanics are simple but sound. Lots of potential for expansion -- you could have different weapons, powerups, defensive barriers, towers etc.
Good work! :)
Excellent high concept! Didn't really translate into gameplay though.
Intro is cool. Nice that you got a fairly high level of completion art- and gameplay-wise!
Gameplay I didn't feel was all that compelling. Walk back and forth, shoot, repair. Not much to it. Obviously you don't have buckets of time here to make something advanced, but I'm not sure where you'd go next with it -- you could turn it into a kind of tower defence kind of thing, but it would take a pretty major overhaul to make it interesting.
Still, good work :)
Love the Hitchhiker's Guide vibe. Love the graphics. Love the music. Love the gameplay. Love the polish. Super, super impressive that you did this in 48 hours.
I think GameMaker gets a lot of crap from developers but this kind of project is proof in itself that it's an effective way to economize time and work.
I literally do not have any criticisms to provide. Super super cool.
I like that it's full 3D.
From an art perspective it's nice that you build everything out of spheroids. That works on two levels -- fitting the theme and also economizing art work in a time-limited jam. Looks pretty too.
I found it a little frustrating to judge how big the player's bounding box would be. I think that might work a little better in a third person perspective.
Nice that you implemented sound even if in a basic form, that tends to get overlooked in short jams.
The swapping-colors mechanic is a little cliched these days. If you want to continue with this (and I think you should!) I would ask what else new you're bringing to the table.
Good stuff though!
Hope that helps.
Very cool! :P
This is one of the most legitimately fun games I've played on here! Good work. :D
Ambitious! A SimCity tribute in 24 hours. Very cool.