Simple but solid shooter. Like the graphics and controls. Thoroughly playable. Good work!
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Nice fun maze challenge. Black and white graphics are surprisingly crisp. I actually like it better without enemies -- makes it more kind of meditative. Maybe with some backing music you could enhance that angle. Good work!
Neato. Love the grey lead menu. Low tech but different.
You have nothing to apologise for -- you've created a game that meets all the criteria needed to be playable. You're off to a great start with Unity and I'm really interested to know where you go with it :D
Nice graphics, particularly like the use of motion blur.
The gameplay is challenging and addictive. I really like this.
Not sure what the significance of the various shapes/colors of enemies is -- does it change their behaviours/health?
Anyway. Surprisingly fun. :)
Wow, very cool! You even made an icon.
Making an FPS in 48 hours is a huge achievement and having actual combat is even more impressive.
The middle of the crosshair doesn't line up with where the shots go, they fire towards the upper corner of the sprite. That's fairly infuriating ;)
I'm not sure having a timer works for this style of game.
Graphics are very good and the music is catchy in a repetitive way.
Very high level of polish. Outstanding graphics and sound. Simple to play but difficult to master. Very good.
My only suggestion would be to reduce the possibility of a player being killed by a circle spawning on top of them -- it's very difficult to avoid being hit and is largely random.
But yeah, this is excellent.
Holy crap, 441mb! Unreal is heavy.
Couldn't get any control to happen on Level 1. But on Level 2 you could control it with mouse up/down. Is there something I'm missing?
Mouse up/down wasn't very sensitive and felt a bit flat/no momentum. Not entirely sure how it decides who wins if the ball leaves the map -- does the player always win if they can get it out?
Graphics are very good and sound does the job. I could see this turned into circular breakout very easily. Good stuff!
Extremely impressive and mouth watering art assets :) Physics are suitably frustrating. I do wish there was a way to pull the cherry back when it's near an edge.
But that's kind of part of the charm of a physics game like this.
Still in two minds about the choice of music. Seems a bit dark for the content. Which is a legitimate choice but I dunno. I'll have to keep thinking about that.
Nice graphics. Nice sound. Seconding the comment about the laser firing too slowly. Love them particle effects!
Mechanics are simple but sound. Lots of potential for expansion -- you could have different weapons, powerups, defensive barriers, towers etc.
Good work! :)
AnhaCore, never heard of it. Got a link on it? :)
Cool idea. With some fancier physics and some obstacles I could see this being pretty fun -- think of Gymkhana or Grid's Drift Battle mode.
This is definitely a good start. As it stands there's not much challenge to going around in circles. But there's a lot of potential.
Excellent high concept! Didn't really translate into gameplay though.
Intro is cool. Nice that you got a fairly high level of completion art- and gameplay-wise!
Gameplay I didn't feel was all that compelling. Walk back and forth, shoot, repair. Not much to it. Obviously you don't have buckets of time here to make something advanced, but I'm not sure where you'd go next with it -- you could turn it into a kind of tower defence kind of thing, but it would take a pretty major overhaul to make it interesting.
Still, good work :)
Love the Hitchhiker's Guide vibe. Love the graphics. Love the music. Love the gameplay. Love the polish. Super, super impressive that you did this in 48 hours.
I think GameMaker gets a lot of crap from developers but this kind of project is proof in itself that it's an effective way to economize time and work.
I literally do not have any criticisms to provide. Super super cool.
I like that it's full 3D.
From an art perspective it's nice that you build everything out of spheroids. That works on two levels -- fitting the theme and also economizing art work in a time-limited jam. Looks pretty too.
I found it a little frustrating to judge how big the player's bounding box would be. I think that might work a little better in a third person perspective.
Nice that you implemented sound even if in a basic form, that tends to get overlooked in short jams.
The swapping-colors mechanic is a little cliched these days. If you want to continue with this (and I think you should!) I would ask what else new you're bringing to the table.
Good stuff though!
Hope that helps.
- Nice use of polygon art
- Interesting use of growing/shrinking mechanic - that usually pops up in amoeba action games, not so much third person shooters
- All the stuff that wasn't finished -- collision detection, deaths etc
- It's a little weird that the character fires in the direction they're moving, rather than the direction the player is aimed at
- Fantastic concept. It's like Papers Please but for a democracy. Genuinely laughed.
- Nice use of sound. It always seems to get overlooked in jams.
- Soul-crushingly boring which I suppose is the point.
- Pretty damn polished.
- Font size and color make it difficult to read
- That's about it
Very cool! :P
- Bit of non-diagetic humor here, love the deliberately horrible menu graphics :P
- Evidently not that complete -- wasn't able to transform into a faster animal and move between platforms
- Did you make the poacher's trimeshes in the jam period?
- Nice original concept, ties into Growth quite well
- Cool that you're using an unusual framework
- Meditative gameplay
- I'm assuming you didn't make the music in the space of the jam (will have to consult with Dylan as to whether that's allowed)
- Animation isn't as smooth as you'd hope given the geometric simplicity
- Game didn't capture the mouse despite using mouse control
- Looks like you were going for a stealth mechanic here. Neat!
- Nice map layout.
- Obviously not completed. Collision detection, enemy behaviours, win conditions and player guidance all seem to be missing.
- Excellent concept
- Really fun execution
- Good use of physics
- Placeholder graphics and no sounds
This is one of the most legitimately fun games I've played on here! Good work. :D
- Love the humorous art and quirky concept
- You've got the actual combat down pat, which is the hardest bit.
- Controls don't make a whole lot of sense to me, and not having keyboard support for P2 is a big minus
- Having a visual indication of attack cooldown would be nice
- Different arms mostly do basically the same thing
Ambitious! A SimCity tribute in 24 hours. Very cool.
- Isometric graphics are clean and crisp
- Interface is reasonably intuitive and makes sense
- More complete than I would have expected based on the timeframe
- As mentioned by others, layering issues with isometrics
- I would question exactly where you're going with the mechanics -- pretty much the only option you have is incrementally building more and more structures. SimCity works because you have to weigh up your options and balance different needs (transport, power, water etc). Is that where you are going?
- What's the twist going to be? Is it going to be a straight city-building simulator or are you going to subvert the genre somehow?
- Good choice of font
- Female Reaper is a nice twist. Only other example of that I can think of is Susan Sto Helit from Pratchett's Discworld series.
- Writing is descriptive and nuanced
- Final "sting" is weak as you've already made the big reveal in the game description
- Entirely linear and non-interactive. This isn't necessarily a fault but in this case I think it weakens the entry a bit.