I have modified some variables related to how physics interacts with the vehicle tires but for the most part, this is stock Unity physics. When you drift the car, I edit the weights and friction on the tires to adjust their feel.
baconation
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Good story delivered well. Can't say I paid attention to every word as things felt a bit repetitive towards the end. I'm sure that's partly intentional though because of the whole "Crashing waves" thing. I do like the idea of the main character being stuck in the grind and forgetting why he arrived at the planet. The ending you get by not leaving the ship is a good touch.
A very simple concept that could be good if expanded on. I think the art style is very simple but still looks good. The main issue I see is the lack of player control. The movements you can do are helpful in avoiding attacks but it feels out of place to not be able to move and jump freely. Maybe with some other supporting mechanics, it could make more sense that the player cannot directly control movement.
The theme and overall style of the environment is nice but the game was difficult to understand. Without any sort of in-game tutorial or obvious ques to tell me what to do, I wasn't able to enjoy playing. I dropped foods that matched the icons on each bunny's ears but it didn't always work and when it did, I wasn't sure if I was even doing it correctly. The only feedback I was getting was the score on the register. It also didn't help that each bunny that appeared would block information like food icons or timers behind another one.
Just played the terrorist invasion mode but wasn't able to progress through the first wave. Seems like there might be an issue with the tank?
- Enemy infantry were very easy to kill because I could block them with the glass and hold the trigger till they all died. Didn't even lose health or run out of ammo.
- I found the tank but could not hurt it and it would not move or attack me.
- I had some green unit icons at the top of the screen but couldn't figure out what they meant.
- Audio was very loud for me, especially the gunfire sounds. I had to turn down the volume to less than half.
- The quit button on the in-game pause menu did not work for me.
- The main menu has a lot of buttons that do not do anything yet and it isn't super obvious which ones work or not.
- Many of the assets/sprites look very low resolution or are blurred out to an aggressive degree. I would recommend reducing the blur effect strength and using assets with higher resolutions/quality.
- I like the shooting effects for hitting different surface types and the particles that fly around on hits like blood, metal sparks, bullets, or dirt. The audio for these impacts also sounds pretty good.
- Some UI elements are placed incorrectly resulting in text overlapping and becoming unreadable.
I can tell this is far from done right now but I hope my feedback helps.
Thanks for the feedback, glad you enjoyed the atmosphere. I do agree that it can be hard to see things and have made some small changes in the past to improve visuals. I might have to work a little more on improving visibility in another update.
As for objectives, I try to guide the player by blocking them off or highlighting important objects. I'll look into adding more ques if I go back for an update.
This is unironically pretty good! I don't think it's necessarily a new idea and the implementation isn't perfect but I enjoyed this. The music and sound effects are a good fit but it seems like some of them are ripped from other games. Especially what I think is the wave complete sound from CoD: Zombies.
Some feedback:
- The planning phase seems too quick. It may be better to lengthen the time and offer the player money for ending the phase early.
- Constructed walls seem very thin. It might look better if constructed objects were thicker.
- Do walls shoot primitive cubes? It would look better with custom sprites.
- It can be hard to build from an FPS view. Planning would be easier from a top-down perspective.
- The weapons list on the right of the screen makes it seem like you already have all weapons unlocked. Hiding or dimming weapons you do not have ammo for would make it more obvious.
- Some UI elements take up more screen space than they need to. Scaling some elements down may make the interface easier to look at.
Just played the demo. Gotta say this is a really polished game with an astounding ability to immerse with audio and visuals. The story is well written and feels natural. The monsters feel menacing and deadly, allowing for natural horror that doesn't need to rely on cheap methods to scare you.
Some feedback for you:
- Some navigation, such as looking at things in the trunk of the police car, does not have immediately obvious controls. It was not an issue for me, but may confuse some.
- Inspecting the clipboard to get the bobby pins was not entirely obvious because you have to inspect the clipboard twice to get them.
- The running animation feels a little stiff and unnatural
Hard to make any comments on this one:
- It's hard to plan ahead as you move too quickly and things appear as you enter their range
- I don't know why my character is changing colors or what the controls are. I figured out how to jump by pressing random keys. It seems like you can triple jump but I don't understand how the mechanic works.
- Red triangles end your run but this is not explained either.
- There is no way to measure progress.
Could be a good concept if expanded on and made more user friendly.
Solid game with a simple yet effective premise. Some issues i noted:
- Red enemies cannot track the player if you are elevated from the ground when you spawn. You need to touch the ground again before they move.
- Green enemies can get stuck in walls.
- The audio for shooting and shots landing can get very loud, especially when multiple enemies are shooting.
- Enemies can spawn near the player and track you aggressively which leaves little room for you to escape.
- It is not obvious to the player what each dice roll means or what the outcome is other than seeing your hp go up or the ammo increase.
- It is not obvious how much health the player has as the bar is hard to see when increasing or decreasing in small increments. There is also no number present to show the exact amount of health the player has.
- Sections of combat where only green enemies are present are not fun as there is little to no challenge.
- I did not see any way to quit the game at the start screen other than alt + F4
- The play time counter should be rounded to remove extra decimal places. 10ths and 100ths are useful but after that it loses practicality for the player.
Its 9 different terrain tiles combined together. You can get to the end but there may not be enough time to walk that far.
The original idea was to have the 9 tiles follow you as you move, placing the ones behind you in front so that you would never run out of space. Didn't have time to put it in though.
Thanks! I understand that the objectives might not be immediately clear. I believe in the current build there is no initial delay before washers turn on. (something I forgot to change while testing)
I may put out a future update that adds a delay, allowing the machines turning on to act as a hint for the player to investigate. I don't want to add explicit instructions as I believe the game plays more interestingly without them.
My favorite so far. Really like the music and effects. Some issues though:
- It can be hard to see balls as they are rather dark. Maybe just a little brighter OR you could make the player ball glow brighter so that you can see nearby balls better.
- You can hit the same ball more than once after it has been lit.
- Some balls would light up multiple balls even though I didn't touch the other ones.
- Movement can be a little difficult, especially when moving vertically.
- There is no score provided at the end.
Thanks for the unfiltered opinion. The pixelated style was something I struggled with over development and even now I am not entirely sure how much I enjoy it. I am also aware that it can take away from the gameplay and make things hard to read. I spent a good amount of time trying to make things readable while still maintaining the look. Some things, like the billboard, were never going to be readable with this style though. A large reason for this style was my lack of confidence in making an appealing 3D environment. I believe that the pixelation helps to hide some of the greater imperfections in appearance, though I could be wrong.
In the future, I may go back over the post-effects and pixelation level to improve the look.
Either way, glad you enjoyed some aspects of the game. The atmosphere was what I really wanted to get right.
I recently uploaded a small prototype driving game that showcases a driving setup I plan to use for a future RPG driving game. The game has gotten a good amount of plays and views but not any feedback so far.
I plan to make improvements to this prototype over time to get a solid driving system in place.
Feedback is instrumental to this being polished and fun so if you have any interest in helping out, please take a look and leave some impressions for me. Thanks!
You can find the game through the link above or right here: https://baconation.itch.io/car-driving-prototype
Really short which is understandable. Music and areas look good though some props feel random or out of place. Writing is serviceable and would probably come off better if I had more time with the characters. I did see some typos but only 1 or 2 which is no problem at all.
Overall good for a small project like this!
The "real release" of Night Watch (V1.1) is now out and playable! After having kerfuffled the initial release by keeping the game as un-listed I went ahead and made a sizable update to hopefully promote the game further. Now with a browser version playable, I hope you will give Night Watch a try and give some feedback.
Night Watch is a short atmospheric horror game with a focus on sound design and environments. You play as a laundromat associate who's job is to watch over the building during the night. Your boss let you know that the building has some power issues: too much happening at once will cut off the power and leave you in the dark. In order for you to ensure you don't spend all night in pitch black, you need to make sure that those laundry machines don't go turning themselves on all at once... not that they would, right?
Lets hope that there aren't any escaped murder machines wandering around at night, eh?
You can play Night Watch here: https://baconation.itch.io/night-watch
And see the trailer for the games release here:
Posted the game a few days ago. Take a look here: https://baconation.itch.io/night-watch
A short atmospheric horror game based in a remote laundromat. You are an associate whose job is to ensure the security of the building overnight. So long as you keep the power running everything will be fine... probably.
You can play Night Watch for free on windows devices, here: https://baconation.itch.io/night-watch
The events of Night Watch take place within the same universe as "In The Dark", another game available here.