Hey BitGamey,
I really like the idea of this game! I think the shooter + endless runner has a lot of potential. Game is a bit hard at the moment, the spawns can just come right at your nose and sometimes there's no (it looks like?) way to switch lane safely. So, I really didn't get very far in the game for those reasons.
Shooting: I don't know if shooting was intended to kill the zombies? I was kinda expecting it to happen, but it didn't, or then I didn't know how to use it properly. This probably would have been the main thing for me. More guns, ammo and fun explosions!!
I still think you did great considering the game is 3d and it's a lot more complex that way! Nice job and keep up the good work! I am looking forward to see an update and fixes for this one!
Cheers!
PurpleXYZ
Creator of
Recent community posts
Thank for your feedback! We appreciate it a lot.
Game is unbalanced and unpolished. We ran out of time unfortunately but decided still push it. There were also ideas that never got into the game which would have made the game make more sense. Maybe, just maybe, this game will get some updates later.
Cheers!
Looks pretty nice graphics wise and looks like something fun, but I can't figure out what to do. Yes, I die for starvation, a lot. But how can I eat? It looks I can carry around things, but where to and why?
When I die, I get stuck on the end screen so I can't replay without reloading the page which then has the long non skippable animation. Yes, I tried, few times, but then I stopped trying because it takes too long to get back to game. I would add skip animation to the start and replay button to the end :)
There's also scaling issue with the animation which seems to be layover of the 2d tilemap.
Anyway, definitely a good take and has potential! Keep up the good work!
Very difficult to get into. I like the idea, but there's too many things I don't understand why things happen and sometimes I even feel I am not in control. E.g why does pieces sometime vanish?
Definitely something worth looking into with some player guidance and UX work.
Kudos for originality and creativity!
Hey dude,
Very nice project! I like the game. I feel the aesthetics are awesome, I like the pixelated style as well.
It's super easy to pick up and play! It's also nice take on the genre. It's like a mashup of idle + tower defence.
Here's some improvement ideas:
- After finding the fastforward I didn't use a normal speed for anything. The reason being that there's no construct phase what would require some thinking / strategising. So, I wonder if additional stategical elements could be incorporated for those interested? I know it's not the same game any more but..
- I don't think (played 3 games up to final boss and lost) game can be beaten. Or there's too much luck involved (randomness). No matter the upgrade choices I get to more or less exactly same level with full health but can't kill it.
- I would like to have ability to place some towers myself allowing some strategy.
- Area damage visualisation. Now I don't really know the area.
- Possibility to zoom in / out camera further allowing bigger field for play? Now the play area feels quite constrained.
- Different paths for enemies to take than just direct line?
Good stuff! Keep up the good work!
Hey man,
This game looks and plays quite nice! Biggest first issue for me was the sound and music volume controls. They do not persists even inside the game. (I played the WebGL build)
For functionality I would wish that punch and kick would be on different keybinds and there could be then different alterations with combinations of key presses.
Good job! Looking forward for the progress!
Hey all,
We are currently a team of 5 working on Unity trying to create a some kind of horror themed small game. We work in different time zones, US, Japan, Europe but are well organised with Trello and Milanote.
If you are a programmer and still want to join a team and do some jamming we could use more hands.
Let me know if you are interested. Don't hesitate to send a PM!
Cheers!
Hey community,
I am looking to create a team or join one for the Holistic3D game jam.
My timezone is GMT+3 and contribution during the two weeks is a fluctuating one. I am working full time so my energy to put out stuff in the evening might vary, but weekends should be ok for me.
I am programmer by craft, can do shaders and simple 3d models, animation, tooling and systems. I am looking for an artist and / or a game designer and / or another programmer who has been working with Unity before. My only requirements for the person is to be mature (preferably an adult), friendly towards others and able to communicate and collaborate.
I am joining the jam to have fun, but do it still commit to it.
Let me know if this could be interesting to you.
Check my itch.io page for the games I have made recently (for Jams):
Thank you for the honest feedback! Yeah, unfortunately the instructions didn't have own screen in the game, just a mention in the game description. I need to add something in game as well.
Each projectile has a damage + damage variance and vehicles have a health bar, so while bullets do less damage they shoot more rapidly. And mines can destroy vehicles single shot. Do you feel this could be communicated better somehow? If so, any ideas?
Cheers!
Heh, you are correct. The difficulty curve is too steep and wasn't properly addressed on this entry. And you are absolutely correct. I will try to address that on the next version. How would you make the game more accessible and easy to get started?
Music will be added on the title screen as well. Maybe leaving the core loop without it, lets see.
Cheers!
Good that you got a repro now at least! You do have a grid as a model where you either set the grid occupied or not and then moving the visual is built on top of the grid? I think that way it should be solvable quite easily. But then of course it means that you need to adjust the player movement against the grid if player can move freely. And still, in the grid solution if two neighboring cells are occupied the player can't get between and game is stuck. :)
Thanks for tying the game out and giving feedback! Yeah, I have received a lot of similar comments that the difficulty curve could be easier one. I agree with you on this!
Karma currently doesn't have any meaning other than a gimmick at the end to indicate some kind of score. Depends if I can come up with a use case for a meta progression (or if I can come up with a meta progression at all), it could be used as currency or similar :)
Thanks for the feedback! Yeah, lives. It's true. It's very unforgiving now. :) I don't know why I didn't go with the lives, maybe cause I was too fixated on the Crossy Road where the progression happens even if you die. But in mine there's no real meta progression :D
Colliders should be in order. I just checked them all. Only the SUV collider extends to the back spare wheel. That I could move back to the hull of the car. I wonder if there's something else, or just the fact that it feels "wrong" to die to the end? I was thinking that maybe instead of dying to the back it could bounce back.
I am going to implement similar thing like in Crossy Road where you hit the side the model gets squished, so also maybe the back could behave a bit differently! :thinking:
Thank you for play testing and providing feedback! I appreciate it a lot!
Ooh. Nice to hear about your ideas! When I was thinking of mine I was thinking to add also a drunkard who would need two sets of beer or something similar. Or an absolutist who would just drink water.
About resetting: Yeah, I am not sure what works the best, but I was thinking it could be more forgiving if it doesn't completely reset it.
Great work! Cheers!
No, it was not off the pathway. Here's the setup, so step 1:

And this is step 2:

So, I pushed the bottom rock to the right so it goes toward the second free slot, it gets pushed back on the track, but the 1st stone is ever stuck in the middle of the pathway, but I suppose in wrong position.
Hope this helps!
Hey team,
I have to say I am not familiar with the pokemon mechanics or gameplay. But roguelikes / lites I have played, so I get the gist of that!
There were couple of issues with the spawning and enemies. If you happen to die (there's no health indicator so not sure if it was death) game gets stuck. Same can happen if spawned enemies crawl on you, but they stack on top of you and you can't get rid of them, nor you do not die, hence you are stuck.
I like the 8-bit style and aesthetics of the game, but the top down with 3d models looked odd. I wish there was some camera control I could have for another view.
I didn't really understand how the choices I made with the progression makes me stronger and how that is reflected to the game. Except the was a bunch of other things (minions?) behind my back.
Good job on the game and looking forward to see where this can be taken!
Cheers!
Hey Amadeus56,
I really like your take on the Arkanoid genre! Even with the very simple elements and graphics this was an entertaining experience.
The webGL build is a bit small on high res computer, maybe crank it up a bit? :)
One thing I didn't understand. Where you get more balls? Automatically or how does that work?
I would also change the difficulty curve a bit as the game becomes almost impossible very fast with over 10 hits per block rows dropping down fast!
I am interested to see where you can take this with a bit of work on art and mechanics! Very good job!
Cheers!
Hey BitGamey,
Nice take on the snake genre! I really like the start screen how it looks ominous!
Game itself runs nice and works well. Eating the chomps, avoiding bombs and controlling the snake works well. I would suggest though couple of improvements:
- Lerping the snake head from coord to another. Now it snaps and it looks a bit unnatural in 3d. It does respect the original 2d design though which I like, but maybe it could work better with a lerp?
- Camera distance. I would like to get a bit more overview of the game. Now it's a bit hard to plan where to go as you don't see the whole board. It might be intentional as well, but this is how I felt.
- Bombs can spawn on walls, but also having your tail on the bomb explosion radius doesn't do anything to snake. Maybe it should? Or only head?
The music is spot on! Very pressing and giving the anxiety. Works well!
Very nice job on the game! Looking forward for some twist and additions to the game!
Cheers!





