Thanks for playing and glad you had fun π. I'll make sure to add that in the post jam version.
Extrone
Creator of
Recent community posts
Haha, Thanks π. This is like my 15th jam game during the last 3-4 years, so I think I've become really efficient at doing this π
.
Really glad you liked it. and I will try to release it as a full game, no promises though π
. I have a couple other game modes in mind, which I will add for the post jam version.
I would like to submit these two games, hope it helps.
https://extrone.itch.io/pheonix-heavy
https://extrone.itch.io/neolite
#BlackLivesMatter
It was fun to play. It had a lot of features and stuff which was cool. The sounds were good, the art was cool.
Certain things I noticed that could improve the game:
- Q and E to rotate the player is really had, using the mouse to rotate the player would make it sou much for easier to control.
- When the game starts, the player is displayed in a rotating motion, I noticed that he can also be rotated by dragging the mouse. The problem is when I try to rotate by dragging, the other rotation motion tries to counter it by rotating the other way. maybe you could turn off the automatic rotation while dragging and turn it back on when the drag is finished. (same with the map in the help menu)
Other than that this was a cool game, which was fun to play.
Really glad to see another Unreal Engine game. That was a really fun and kinda challenging experience. Don't tell anyone that I looked at the cheat sheetπ. The level design was super cool and creative too.
Also if you want to reduce the file size, you can delete unused assets before packaging. Or if you think you still need those assets for maybe later use, you can move them all to a folder and exclude that folder from getting packaged. It can be done in Project Settings under the packaging section.
Overall it was a really cool game, great job π
I like blueprints, but I've made stuff with Unity and C#. Sometimes I mess around with other languages like JavaScript and C++.
Personally I like using blueprints mainly because of how easy and fast it is to get things done. It really helps in fast iterations since there's basically no Compile/Build time.
I mean like like typing code, but blueprints are just more convenient for me. It's limiting sometimes but it's nothing major. Or if it's something major I could use C++ for that.
It was a pretty fun experience. you nailed the game feel, the shooting felt really good. I was confused about the movement but after reading ( in the game's page ) that you're actually moving the whole level and not the player, it made sense.
The particle effects, hit feedback, sounds and camera shake made the experience a whole lot better.
As others have mentioned there was no end goal to the game, there was nothing to keep me playing it. A score system, just a simple enemy kill counter will make the player keep playing.
But for your first game jam game, this was a solid entry. Good Job π.
The dll error might be caused because I didn't include the prerequisites for the game ( that if necessary will install the required stuff to run the game correctly ). But most PCs already have them so I excluded them from the files to reduce the file size.
The actual .exe file is just hidden in the same folder, I just hid it and made a shortcut because the actual exe file name is different from the game name π.
Anyway thanks for the info π