Cool that you want to try a game jam :o
I wish you good luck and hope you can make a cool game, just keep in mind to keep your goal rather low and easy to achive, and when you have time left expand on it. (dont make the same mistakes i do way too often >.<)
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Cool that you want to try a game jam :o
Simple but very good :D nice. different enemy types, the difficulty was right for me (a bit hard in the end but thats normal i guess, felt like that was the goal...)
Controlls are nice, sounds and music used in the right way. I enjoyed it.
what i did was (i have perspective camera, so for orthographic the first part is a bit different):
Vector3 targetPosition = Input.mousePosition; targetPosition.z = 10; //replace 10 with world zero (difference from camera position to player position) //set the target position based on the mouse input position targetPosition = playerCam.ScreenToWorldPoint(targetPosition); Vector3 direction = targetPosition - transform.position; float distance = maxSpeed * Time.deltaTime; if (direction.magnitude <= distance) transform.position = targetPosition; else transform.Translate(direction.normalized * distance, Space.World);
its quite hacky, probably not bug free but it works!
if something needs explaination i can, but i think the names of all the things explain what happens quite good.
one of my friends did the music loop in the last 90 minutes of the game jam so i was able to focus on small bug fixes.
i went for a really relaxing game jam on the side of doing school so yes its by far not finished or perfect.
thanks for playing and giving feedback :D
music is one of the things i will definitly polish after the rating period :D
I forgot to add linux build, and my web build just crashes (unity itself, not the project...) . I dont know how i can add this sorry :<
Also the submission phase is over so i probably cant add a linux build.
As Skyan said most bullet hell use this really simple default movement ant really snappy.
some also offer to use a controller (when you use unity for example it should be no problem when you already use the "input axis" horizontal and vertical.
you can also do that the player follows the mouse position.
one last question; does this also work for 3d or is this just intended for 2d usage?
does it use Graphics.DrawMeshInstancedIndirect? anyway i will first try for myself and then look into it to learn from it. looks very good ^^
very kind to share the work to other people.
The sensitivty is somehow faster on bigger resolution, I will definitly overwork the camera in the next days.
I can add a speedup button, i had one at some point but removed it because the game is already not that long... I may add it back in the next version.
It was definitly something different to the other games I played, i liked the concept, i just sometimes got lost a bit behind stuff but thats probably also because im a bit tired, i will play it again tomorrow definitly if i can grab a friend :D
I really liked playing it and it really fits the game,
But i have to say that with 5 monkeys without constantly seeing their "number" i really switched much around until i slowly started to know which key represents which monkey :D
The camera sadly was one of the last minute things that were added, and I see how it turned out :|
But there already happend much bugfixing and some polishing which I will upload tomorrow after the rating period ended :D
Also there is some content still waiting to be fixed and added. (like placing spells or new monsters (not just towers))
Oh that makes sense,
they are normal sprites and not affected by light, im planning on switching to quads or to look into sprite shaders so they are affected by light and the enviroment, also maybe i will give them some depth.
I totally agree that they look a bit out of place.
What i really will take to my heart for the next game jam is working with gifs ^^
they just look amazing and i now question myself for not making and using them.
"Rate games early" is also a thing i will do in the next game jam, this time i was very burned out because of things that happend outside of the jam.
(web version was planned but i failed :| the game was extremly buggy until the last minutes of the game jam oopise >.<)
Also i hope that next game jam my real life will just on time take at least 6 out of the 7 days to work on the game,
Im a bit sorry for my team that i had problems from the days 2-4 so such important things as the camera were made in the last hours and minutes before deadline and other things had to be left out or werent polished, which now revenges itself.
I would love a close to 20 ratings tab, because i would use it to help everyone get at least 20 ratings, because i cant play all the games in this short amount of time, - it would also help our game right now which is close to 20 ratings.
what i really love about game jams is that im learning so much new stuff, this game jam also was a treasure of new knowledge. :D
Thank you for the tricks, I hope i wont forget them. I will also share this post :)
Oh thats not intentional, if its not the boss enemy. (day 4, in the post jam moved to day 7 and the days 2-6 last much monger)
The boss appears a bit short sadly because some things were just added last minute,
The pixel art characters are not place holders, the only place holders i have in my head right now are the selection rings. But maybe im forgetting something ^^
The sensivity of the mouse somehow depends on the resolution (higher resulotion = faster) I need to look into this definitly, thats one of the bugs i have not fixed yet.