I agree, and I'm also planning how to add controller support in a good way. Currently I'm considering one joystick being for movement and the second one to move the camera slightly farther to either side. With the WASD controls they'd really just an alternative to the mouse, since you could use either. For now the plan is to make a list of different control schemes and an easy way to switch between them in-game, so I can quickly bring new ideas to life.
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Haha awesome that you took notes! Makes me feel important. :)
I think (but I might be wrong) that parallax effects are usually done either using a perspective camera and putting things at different distances for away (so you get a natural parallax effect), or by making multiple orthographic cameras. Or an additional perspective camera that only renders a background layer, or something to that effect. Hope it helps! I'll be waiting excitedly for the new version.
I'm gud! And you know, never underestimate the power of serendipity. The key is to make the most of it.
I'll have to check out the new version as soon as I get the opportunity!
Nice of you to make such a thorough reply, it made me happy to read it :)
Thanks for the feedback! That's a really good point - I didn't really have in mind that the audience here is totally in-and-out (I also tend to go a bit too much in depth when I check out other people's games, which might have had me biased even if I had considered it). I also feel when I start the game up that it's way to slow for what you expect when you open a jam game (although I do love the animation). For my post jam version I'm reconsidering the entire control scheme. It's a bit of a rabbit hole, because it will get down all the way to what the core of the game is - is it that the thrusters do multiple things, or is it the rage meter or is it both? Perhaps you'll control the player mainly through WASD/Arrow keys, with an additional mouse crosshair that instantly flips the player around to fire that way when you click? I'll have to try a bunch of different control schemes... :D Aaaanyway, thanks a lot for your encouraging words and nice feedback! I don't think I'll have time to check out any more games now as we have a new week starting tomorrow, but I'd love to check out what you've done at some point!
Oh wow, what a review! Thank you so much for putting all of that effort in! I'll be sure to try your game tomorrow and give it a really proper review too.
For the aesthetics, I actually started out making a couple of different generations of sprites and it just looked like the worst thing you can imagine. After trying to rework it a bunch of times I experimented a little bit with making honeycomb patterns, which just gave me the idea of using actual 3D cubes in Unity to make my them come alive, which also meant I didn't need to try using Blender again (there not many programs I just don't get, but that's one of them), and it became this kind of pixel-art style but using 3D cubes, which I agree just worked so well, so that was a lucky one! I had already spent way too much time on it, and it was millimeters away from ending up just a green mess because I had to move on and make the actual game. And the HUD placement actually came out of the controls, because I tried to make it control with the absolute position of the mouse at first, but then changed it to relative, so the cursor just had to follow player around, and I also think it totally worked - it would have felt very strange do something else, but I might have if I didn't start with the cursor.
I'm happy you also notice the rage mechanics, because I was worried they wouldn't really come across at all. I wish I would have had more time to put into the level design, and also that I was much better it to really give you the opportunities to do all the cool moves that should be possible. But I think the reason you didn't really get a feel for it is completely my fault. I've been thinking more about the controls, and I think what would probably make the most sense would be to use the thumbstick on a controller to control the player (and maybe the second thumbstick to control the camera). And, since I went a bit all-in on the effects, I even get the occasional lag spikes on my i7 6770k, GTX 1080 rig...! There just wasn't time to do anything about it. The explosions shouldn't be able to send you back into a previous section though, since the doors are already closed (unless you had used the reset button (space bar) - that one also resets the doors!). In future versions I'll make sure that won't happen for any reason though. If the game is not fun then it's my fault and I want to fix it! :)
You know, I figured an intro is more fun than a menu, and it takes like 45 minutes to implement it with a simple animation (you can make so many quick and dirty things like that using the animation tool in Unity, it's great! Just copy the world, remove all components from the player and other stuff you want to animate, and the just drag stuff around with recording on).
Thank you so much for this huge effort you put into both trying and analyzing my game, and also for taking the time to communicate it all to me. Expect one in return tomorrow!
Thanks for the feedback! Yeah, on the game page it mentions that it's very much intended to be played with a physical mouse, a touch pad becomes severely crippling. If you'd get a chance to have a look at it with another mouse I'd love it if you could compare your experiences :)
I'm happy you liked it! I wasn't planning on playing for so long, but what could I do? You made a good game! :D Cool that I discovered something new :)
I think it's good that you can't shoot backwards. That's a limitation that sparks your creativity, even though it can also be frustrating.
I think if the bullets bar was more like a list than a bar it would be much more intuitive, because I thought it was the shield (since the shield is also white) at first. If it looked like the bullets I would have probably understood it sooner.
Super cool game! The lighting effect looks great! I'd love to know how you made it. The whole game plays very well, and it feels fast and responsive. As you've noted yourselves, the difficulty curve is quite tough, but that also creates the nice moment of panic when you see a tiny monster going for your gem. The whole game is very clear, and makes total sense. The only possible exception to for me was the shop - both that you have to stand under it for it to open (I spent a while next to it trying to figure out why the menu sometimes suddenly opened and closed again) and that it changes the view in a way that changes the aim of the player, so if you're chased by a monster and pass under the shop, you will shoot all over for a moment. But again, super cool entry! Well done!
OH MY GOD IT'S A GIANT SPACE LIZARD! :D
I didn't experience your game as sluggish actually. You could try lowering the cooldown (but then also the damage?) of the main cannon to make it feel more responsive. What I miss mostly is a challenge that's more than a timer. If for example instead you would get 1 point every second (so still the timer element), but also 1 point for each asteroid you kill, and double (or triple!) the points if you do a trick shot kill. Then I would have something to make me want to keep going more. Still I liked it - cool that we both had the damage = change AND shooting = moving + deflecting combo :)
Thanks! The camera position actually does not influence the thruster aim - it's based only on relative mouse movement (the little white crosshair inside the circle surrounding the destroyer shows where your mouse is). But yes, I totally agree that the camera should be more zoomed out/faster! The game is set up with 4 different orthographic cameras that I've balanced against each other, so towards the end when the game was playable and I started realizing that the camera needed work, I just left it and focused on what I hadn't created yet. But it sounds like I need to fine tune the camera and the controls. Thank you for the feedback! I'll check out your game now. :)
Thanks for the comment! What I would have loved for to come across more in the level design is that you can use different strategies to boost yourself to the end. Get your rage high and blow up enemies that are in the way + position yourself so that explosions fling you through the level, or keep your rage low and use your nimbleness (is that a word?) to dodge enemies and get to the goal that way instead. Or a combination of the two. But something like that :)