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[2020/Jam] Cup Time - GDTV's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #62 | 3.674 | 3.674 |
Mood | #95 | 3.116 | 3.116 |
Overall | #102 | 3.070 | 3.070 |
Gameplay | #113 | 2.860 | 2.860 |
Audio | #132 | 2.628 | 2.628 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
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Comments
Not bad :) pretty strange mesh of medieval and.. football haha
I also did not like the camera control so much as others have mentioned its a bit difficult to control.
But good job, keep it up!
It was an impressively large map, but rather a lot of it seemed empty. I'm guessing you'd planned on doing a lot more? Also it starts very hard, but once you've leveled up a bit its really easy.
It was good rthough, nice going ;)
Yes there is a lot more planned, this is purely the MVP for this jam.
cheers
Takes a looong TIME to load. Therefore also fits perfectly in the jam theme ;)
Yes a downloadable version is the next step.
Maybe I didn't understand the game or I am noob, because I die realy soon(I know I can heal with trophies). Also make camera more movable. I'd like to move the camera over the character.
Kill the smaller enemies first to level up before fighting the bigger ones :)
Nice game. I think there are too many enemies, it was pretty hard. It would be cool if the arrows can collide with the buildings. The level design was very good. I had a lot of fun, good job!
Nice take on the theme! I got utterly destroyed by all the NPCs but it was fun! lol
I would just ask that the camera speed would be lessened, it is too hard to control!
Keep up the good work!
I'll do that in today's build, I 100% agree.
Hello,
Check the video below for my reviews.
Also Check our game and rate us
Thanks
I'm a little surprised you didn't read the big text, as it tells you how to heal.
I hope you have time to retry.
thanks
Maybe I Missed it.
No worries.
Very good game though.
It's got that old school mmo-feel, I like that! Did you put a lot of time into creating the 3D-world? Maybe it's because I'm not that experienced with 3D, but I'm impressed by the amount of visual assets and details, you got in the game :) terrain, buildings, trees and such
One of my big things is making terrain look like the real place, I had a map of Port Adelaide up and put a lot of time into it. Thanks :)
Oh really? that's pretty cool :D
So right off the bat, the game starts by looking the other way while an npc attacks me. The camera controls are difficult for me to control. Also, I'm not sure where I'm suppose to find health packs.
On the plus side, I like how the game shows me a world view of the area.
The cups give you 50 health.
I agree that the gameplay is difficult, you have to choose the smallest (literally) enemies to level up on before you can beat the harder ones.
Thanks
The camera felt a bit off, but I enjoyed playing it! It needs more polish but the core concept is really fun, reminds me of the old times playing runescape haha. Good job!
Another runescape comment, I really have to Twitch it and have a look.
I looked closely at my Lotro toon tonight and worked out what they do.
When they move the axis up and down they also zoom in to the character, so by the time you are looking 100% up or 100% down you at basically at the head of the toon.
I am so going to try this.
Thank you :)
A summary of comments so far.
I think I'll work on the bolded ones next.
- Camera x7 - (fixed? - I have clamped vertical movement to a small range now)
- Opening fight x6 - its deliberate - no really it is :)
- WASD x3
- Long distance pickup x2
- Wallhacks x2 - fixed !! (ok except the church)
- Animations
- Cinematic location
- Easier to flee
- Story/Tutorial
- Parry
- More pickups
I love 3D browser games. I wasn't quite sure what I was supposed to be doing off the bat. Getting attacked right away was a bit jarring considering all I could see was my character just standing still facing me. I wasn't sure what to do so I just ran up and the character started hitting him; I immediately got attacked then died. I tried a couple more times but died after a two or three fights and couldn't find much to do. The camera control was really difficult to use and clipped through the ground constantly.
There's a good base here but definitely needs a lot of polish. Keep at it!
Hi Elocnat, do you know if you were using the 1.0.3 version as the vertical movement has been clamped significantly?
Without giving too much away the size of the enemies is in proportion to their level, if you find and hit the smaller enemies first you build up enough health to hit the larger ones and survive. OK that's giving a fair bit away.
The aim of the game is to collect the 10 trophies. When you collect one it gives you a health boost.
When you have collected all 10 you win.
I hope that makes it clearer.
If you are still having camera issues with the 1.0.3 version I would appreciate a short youtube showing the issue, but its cool if you don't have time.
cheers
Pretty cool man! :) I remember Rick talking about this one in our preview when you shared it then haha :) I take it this comes from your deep love for the sport, nice twist on the time theme and a very interesting blend of RPG and a story about football :)
From a technical standpoint, obviously with an ARPG, one month devlopment and being limited to free assets is severely restrictive but the animations for various attacks and some variety would be super :) The viewing angles and camera could use some smoothing love too but otherwise great considering the time frame :)
Great entry man! :)
Yeh its burnt into my brain what Rick said haha. Who would have thought that someone from Adelaide can use a computer. Wait until I tell you what we think of Queenslanders, maybe I'll make a game about Queensland one day, it will be a bit like Leisure Suit Larry ;)
My grandfather was on the board of our local AFL club back in the 1950's and every memory of him is fused together with my football club.
Long term I just want to create something which honours them both, call it my legacy. Its especially important this year because its our 150th year and so many of the planned events have been ruined by Covid. In 10 days time we play our first post-covid game, I can't wait!
This is what I miss: https://www.youtube.com/watch?v=MhrKNbG0TMY
During the weekend when the Jam closed I told Yang I wasn't entering because I couldn't replace the Synty models in time, but I had a go and the new free model and animations were very much a rush job :)
I've enrolled in the Blender course and plan to make my own player and enemies. For now all I could do was make a joke of the animations I used (their use not the animations themselves), and yes I have a lot to learn about Cinemachine, but this Jam has been excellent for pointing me in the right direction. Its also great to have more experienced developers to get feedback from.
Thanks.
lol. I've been down there once, one of the best trips of my life, albeit 30 years ago :)
You did a great job with it man, and I feel your pain, I wanted to use some of my Synty library bad (they do great stuff!).
kudos for getting it done and learning, it's the right way to approach these things !:)
PB
ooooh i really like your game :D the visuals are amazing and i love the whole runescape vibe the game is giving me. I couldnt help but notice that projectiles and the camera can pass through the buildings. asides from that i really like ur game :D
Interesting comment about runescape, I mainly play MMO's (Ultima Online, Lineage2, Darkfall and now Lotro) and have never even watched any Runescape gameplay, I'll have to get on twitch and get the feel of it.
I'm going to confirm today how to stop the arrows going through buildings, I thought you just had to make the gameobject static, but I now suspect it has to be rigidbody also, I'll know by the end of the day and do a new build.
cheers
The game started with a wow-effect. The world looks really nice - but it also started with some confusion. Took a while until I noticed that I'm under attack.
So here are some ideas how I would go ahead with the game - may you like one or it will inspire you:
- I would place the camera above the player. That would get rid of some clipping effects with the floors. Then I also would make use of the either Virtual- or FreeFormCam from the cinematic package. Both are great for 3rd-person views and you can attach extensions to it like collision-detection (available out-of-the-box in the cinematic-package)
- Don't let arrows shoot through buildings - that is just mean :-)
- Add WASD-controls
- Put the cinematic to the game-start. In between it was really confusing for me and I actually thought I lost the game. May add some text to make it more clear that there is a cinematic.
- Give the player the opportunity to flee from a fight
What you have so far is really good and you should keep on working. I also like the idea of implementing the theme. I thought a lot about how I want to cover the theme and none of my ideas were even close to yours.
Well done. The game is on a really good track :-)
Thank you, as you know I'm a big fan of your game and your suggestions have me thinking of new ideas, for example can I turn the the cinematic into a quick tutorial.
I will talk to the engineers back in 1870, they shouldn't have buildings you can shoot through :)
(I will fix it)
Players can dodge arrows btw, I hate homing arrows etc and made sure I didn't do it that way.
I look forward to swapping ideas with you for many years.
Thanks for the answer! I am always happy if I can help or inspire people . Specially the last point doesn't happen so often - cause I'm usually not that creative. A lot of my ideas I got by "accident". One or two things one could have considered as a bug. But I liked the bug more than my actual idea and decided: the bug is now a feature. The computer is way more creative than me - I have to make use of that xD. But of course I used the bug only as a base and added some extra work to make it fit.
Turning the cinematic into a quick tutorial is probably a good idea. At least I had in some of my past games that I thought the game mechanics were obvious but they weren't. Tutorials shouldn't be under estimated. This is e.g. something were I try to improve - cause interactive tutorials are always better than text which might not everyone read.
> Players can dodge arrows btw, I hate homing arrows etc and made sure I didn't do it that way.
That was definitively the right decision. Homing shots are working well for games like WoW - but in a game like yours that makes the battle more interactive. If the player dies he also get's the feeling that he did something wrong. So he wants to try out other tactics. At least for me this is a big motivation. When I notice: a tweak in my behavior can change the game - then I want to go ahead and try.
> I look forward to swapping ideas with you for many years.
Would be cool. I'm here at itch.io cause of the community. I'm active since 3month and by joining game jams and listening to feedbacks I learned in that time so much more than in the past two years :-).
WOW! This game is amazing and looks very professionally done. The graphics and game play are top notch. I hope you plan to continue developing it!
I do mate, will have four playable levels and much more.
I'll continue doing gamedev.tv's RPG courses also and adding the inventory system etc (you will need health pots in higher levels, those guys will be mean).
Thanks.
I liked the visuals for sure, but I definitely felt it was hard to control the player and the camera. The camera would often go inside buildings and underground making it difficult to move to another position to relocate since the location was blocked by buildings. Maybe implementing WASD for movement would help?
I also encountered enemies that would shoot me through buildings, at first I thought that I was getting shot by a person inside the building, but actually it was just an enemy on the other side. I also found it weird I could shoot back at the enemy through the building. Maybe you could try implementing a line of sight that first checks if the enemy can see the player. That way both the player and the enemy can see each other before combat commences.
I found that you can also pickup items from far away. Whilst that is great, I feel it would be more immersive if you made the player go to the item location first and pick it up that way.
I know you said that having the player shot immediately is a design choice, but I was initially confused when I started the game, since I thought I was the one doing the shooting. I quickly found out that wasn't the case though. Haha.
Thanks, I've implemented a clamp on the vertical axis of the camera now, I'm just unit testing it before doing another build.
I might do the fix for "pickup items from far away" today also because that really needs a nerf.
Making the gameobject static should prevent the shoot through walls and I did a quick test a week ago but it didnt work, maybe I need rigidbody also. I was rushing and didn't experiment enough. Will be fixing it, but I thought for the jam people might have fun with it anyway :)
Definitely going to have a play with WASD also.
I want to keep the player being shot moment just for the fun of it :)
Hopefully people don't find it to be a showstopper, its kinda progression like in the cycling game in this Jam.
I liked a lot the visuals, the 3d is very well made and very appealing. What I couldn´t understand is the logic of the game and its relation with football ¿?
Besides that I would found more funny if I would know a way to parry attacks or how to heal yourself. Definitely, starting in combat is a great shock!
I had to cut 99% of the football story to get finished for the Jam, I figured most people would just want the gameplay first.
It is in my mind though and will be in soon.
Parry is an interesting idea as the new character model has shield block animations. I'm really interested in playing with a Parry mechanic so yes it will be introduced!! Healing for now is just by picking up the premiership cups and I balanced it for the Jam but more pickups will be going in for harder levels.
I hope to induce some panic when the game first starts, its seems to be something people remember :)
I think this game has a ton of potential. I think the main problem was the camera. Maybe you could have the camera centered around the player and rotate with the arrow keys?
Got some of my Lotro buddies to play the game last night and yeh giving a WASD option through a settings page is on the list.
Good to see you are thinking the same way.
I've fallen into the trap of the camera feeling intuitive to me now after 4 weeks testing :)
LOTRO! Wow haha, I haven't heard anyone talk about it in ages, might have to go see how it's doing these days :)
They have opened up all their content for free until August 30th and have had a surge in numbers.
https://lotro.com/en/friendsforever
I've played a lot of MMO's and it has by far the best community.
I (not so) secretly call it my dream job to work for these guys.
So when Turbine first launched the game, I bought two founder's editions for my gf at the time and myself (lifetime access). There's a lot of features I love and that I haven't quite seen replicated to this day like the legendary weapons of Moria :) Maybe I should check it out again, not sure if our accounts are still good for any benefits since it went F2P and switched ownership :)
Lifetimer status hasn't changed, I'm a lifer also and still get all the benefits :)
Well done, I see you changed the models since I last played, looks better. I also don't think there was a health bar when I played it last, so that's cool too (it did look weird though, because it was filling instead of degrading) :-)
The camera was alright, but could still have used some improvements.
Some of the trees and houses were also blocking the camera's view sometimes, so I was attacked by 2 rangers and
a melee guy all of the sudden. I believe giving the AI some line of sight logic would have made it a lot better. I did kill them though, but only because I had leveled up high enough to have a decent amount of health, and damage :-D
I got pretty OP after a few levels.
I could also pickup stuff from far away, it seemed like there was no limit.
Other than that it was pretty cool, nicely done. I believe it could have a nice way of telling stories though, the way the game is set up :-)
- When you level up you go back up to 70% health :)
- I'll be trying a few things with the camera today as short term measures, locking the Y axis movement from the RMB will get tested today.
Eventually though I'll probably redo the camera altogether.
- Line of sight logic is definitely on my postJam do list, I'm a huge fan of Darkfall and its line of sight AI and I can see AI being one of the areas I want to specialise in.
- The pickup from distance will get nerfed, I have a bug in there somewhere, once I fix it I'll rebalance the game.
I'm waiting on someone to comment on the Win animation :)
Thanks :)
Hmm I thought I did win :-D Because I didn't die. I believe I saw a win animation on the character. I can't remember how it looked though. I might have a quick run again to see, when I get on my pc again :-)
After the win animation it will throw you to the end screen (in 3 seconds).
I borrowed from the spirit of Crash Bandicoot for the Win :)
The one thing I didn't do is spin the toon to face the camera before doing the animation, next build..
Ah right, I see that now. Then I did see it yesterday :-D I just had a go at it today again to make sure, and yeah it was the thing I saw yesterday :-D