Yeah the game is very unpolished. But I'm glad you had fun : )
The ricochets aren't really random, it's just the normal of the hit surface with some random rotation ontop.
Sorry for the confusion, as stated in the description, the game is very rough around the edges and I didn't have enough time to properly do level-design at the end.
But thank you for playing anyway : )
Defenitely, but I had a habit of not finishing games for a long time, I made a bunch of games between the FPS and TwoDoors, but I never made them good enough to publish. I'm actually publishing my games now though so thats good : )
And yeah the best way to improve is to make game after game : )
That sounds very cool : )
Have you tried upgrading your project to a newer version of unity, if you do it step by step (e.g. 2017.1 -> 2017.2 -> 2017.3 ... 2019.4) it has less chance to break, but definitely back-up your project before trying to upgrade it.
Thats very cool, I also started out watching all those channels.
Yeah, I think most people who do game-dev don't do it as their actual full-time job, I'd love to, but it's really risky. Maybe I can make "TwoDoors" good enough to sell it, but I don't know : )
The game is cool, I wasn't expecting the scream when you get close to the house, that scared me ; )
I also like that the lights flicker thats a cool effect.
I noticed that your FPS games don't lock the cursor, you can so with "UnityEngine.Cursor.lockState = CursorLockMode.Locked;".
The game looks really interesting, but even with the description here on itch, I couldn't really figure out what to do, mybe there could be a clearer communication of what the mission/objective is.
Like through text on screen or a particle-effect that guides the play, etc.
Cool game man, I'm sorry I didn't realise you had games published to you itch page sooner.
The shooting is cool and I like the dancing zombie ; )
Since you asked for help in the description:
I'd make some sort of jumping/driving parcour for the car, maybe rings in the air for the plane. And you could try to make the NPCs fight back when you shoot them or shooting-ranges, etc any type of game/scenario that has rules&stackes&reward&punishment.
This way you would have gameplay, beyond a demo : )
You could also highscores.
Wow man, this game is so fun : )
The music go me all hyped and the game is really addicting for a while.
The shield do kind of block the vision a bit, I don't know if it was intended, but that makes it more hectic.
Thanks : )
The second last level took really long, I totally underestimated how long level-design takes : )
I didn't do the music and sfx, the links to their creators are in the games description.
I didin't mean to imply that you did badly, I actually really enjoyed the game. I really liked the ice-age reference : )
I think most jam-games are full of bugs, I have been fixing buggs and adding quality of life stuff to my jam-game since the jam ended.
Thanks a bunch, thats really nice : )
The color-palette is picked out of a couple of different palettes from 'adobe.color.com', it's a really useful tool. I don't know how to do it in Unreal, but in Unity you can pretty easily define seperate Post-Processing settings and them switch them out at run-time. ; )