A crosshair would be really easy to add.
A canvas and a circle sprite at the center of the screen will do.
The rest are things you will have to learn as a game developer because they are things that can improve the experience of a game.
They may seem hard to learn at first but once you get the basics you can quickly master them.
Anqareliouth
Creator of
Recent community posts
I have had so many problems trying to upload this.
For some reason, the wallrunning is a lot slower in the build than in the editor, however levels that require it can still be completed.
Also, the jump and falling is a lot more floaty than in the editor for some unknown reason.
If enough people like my game I will remaster it with fixed physics and cutscenes.
Initially I intended to have massive open rooms in the game, but when I was making the levels I had a bug with the mesh collider in the project so I could not have used pro builder, therefore I had to very quickly make a lot of modular pieces for levels and did not have time to make modules for big rooms.
This also took a lot more time for polish, which is why I didn't add clearer indicators for being shot and the animation for the die.
The levels are also the same, but in each level there are just more rooms added.
For example, in level 1 there are 4 (if I remember correctly) rooms, and in level 2 all of these rooms are the same, but there are additional rooms and the die is in the additional rooms and so it is for all of the levels.
The gravity is floaty because I didn't have time to get the right values for the drag in the rigidbody.
Also the game was kinda made by 2 people.
I had a friend that made for me the enemy models, and the models for the props (bush, tree, standlight and the plant pots for the bush and tree).
I modelled everything else and I also did everything else in the game.
If you have more questions about the game then ask away!
Thank you so much for playing my game on stream!
Thanks for the feedback.
Ultrakill wasn't the main inspiration for the movement, however it was the game that got me to prefer movement based shooters to other shooters.
I plan to make another game with the same movement code in the future, this game I just added randomization mechanics to help it better fit the theme.
The music is very bad indeed but I had to do short with the time I had.
Looking back, could have been better to not include music at all.
Thank you so much!
Thanks for your review.
The bullets ARE projectile based, you can even see them, however I think they are just moving too fast.
My controller is a modified version of a tutorial I found, I modified it to be more responsive and to handle slopes better.
About the rooms:
Initially I planned to make big rooms, however, for some reason I had a bug with the mesh collider very late in the game, and I didn't have the time to fix it so I just made as many room models as I could and manually assigned a box collider to each part.
Thank you so much for the response!
Polished is not what I expected to hear from a game with no pause menu XD.
Honestly I'm surprised someone enjoyed it so much, and I wanna say TYSM.
I agree I went over with the bloom but I was in a rush (I submitted 15 minutes before the deadline) and so I did not have time to consider artistic things in the post process.
My movement is a modified version of a tutorial that I found, (I modified it to make it both feel more responsive and both to handle slopes better), if you wanna hear how to replicate the movement I can help you with that (other parts of the game are complete spaghetti code though).
Thank you so much for the response and I'm glad you enjoyed it!
Best game in the jam (so far, I haven't seen them all) and one of the best games I've ever played in my entire life.
Everything is amazing, I can't even nitpick something bad.
The story is so unique and so horrific it's mesmerizing to see.
It is vague and abstract enough that your mind can create a horrific story to fill the missing details, but also concrete enough that you have a general understanding of the story.
The dialog is amazing and fits perfectly with the amazing dystopian setting, and I love the part that there is no good ending, only a bad ending and an even worse ending.
It fits perfectly with the theme of the jam and is more original in the concept than anything else I've seen.
This game is a piece of art and I hope it wins the jam as number 1#.
Amazing game and I predict it will be in the highlight video of GMTK.
The idea is so unique I'm surprised someone could think about it.
The game is very good but not without flaws:
The narrator is too vague in explaining the game, from the UI it is not clear what is each item in the shop.
This may sound harsh but the good stuff in the game far outweighs the bad, and it is a game that I can see myself playing on my free time.
The font is hard to read and the UI is confusing in telling what to do.
The player is hard to control and unpredictable, and the combat is confusing to learn.
Overall, the game is interesting in idea but needs more time in the oven in order to be a good experience, however I realize that you did not have such time in the game jam.
Nice concept, needs more refining.