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Tunnel Vision's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #37 | 4.077 | 4.077 |
Sound | #63 | 3.615 | 3.615 |
Music | #131 | 3.615 | 3.615 |
Mechanics | #309 | 3.077 | 3.077 |
Aesthetics | #419 | 3.077 | 3.077 |
Story | #820 | 1.000 | 1.000 |
Theme | #883 | 1.000 | 1.000 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Sound, UI, and textures from OpenGameArt. Font from DaFont
Link to your source?
https://github.com/AShenawy/GameDevTv_May22Jam
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Comments
There was something unique feeling about this compared to other top down shooters. It felt really smooth. Maybe the trailing effects helped with that. Nice work
Glad you liked it!
I suppose the trails helped.. there was also wasting half the only day I had to make sure it plays smoothly. It's crazy how much time it can take for such a small thing, but at least people like you do notice it :D
Despite it not being finished, the sound design and fast-paced gameplay make this a blast to play! Great work!
Thanks a lot! Glad you enjoyed it!
Great work. Really liked the music.
I just felt like the aiming was a bit to unforgiving, but it was probably on my bad skills.
Thank you!
Actually, I also felt that the bullets should be bigger, so perhaps you're right about that :D
Awesome work!
Good music fitting the gameplay.
Love the controls and the visuals on this one. Great submission!
Really fun game, I'm curious to know what full game would have looked like
Glad you liked it!
I may work on a 2.0 version of it someday :D
Hi Shenawy! For a one day game, it is REALLY a good job. I was wondering if you could have had more time to develop it, for sure it could be a top game. I personally like this genre. So, Very good concept! I had a fun time! :D
Thank you for the kind words, and glad you had fun playing it!
I may come back to it, one of those days :D
I know I didn't actually conform to the theme. I ran out of time unfortunately (started on the last day).
The idea was that there would be multiple floors and enemies the player had to fight on/with. If the player manages to survive the wave, they go down to the lower floor. If the player is killed, they go back to the previous floor, hence "death is only the beginning" in its literal meaning.
I made a global timescale that I wanted to use to slow down everything to a halt, and proceed to the next/previous level in a cool animation in front of the camera where the enemies and projectiles would go into a gradual slowmo. But because I ran out of time, there's just the one level and I didn't really have time to figure out the logistics of it, so to say. You can still see it taking effect when you win/lose.
If you're wondering why I'd make my own global timescale factor instead of using the Time.timeScale (this project is made in Unity), that's because Unity's timeScale is completely global and denies me any choice on what it affects and when. With my own scale factor, I have total control over it.
It's really fun. And the time scale is an interesting thing I will want to look into. .. p.s. And my wife said your game is addicting.
I'm glad the missus and you had fun playing it! It'll probably be one of these projects that I'd like to come back to and continue on for fun.. god knows when though.
If you'd like to look into my implementation of the time scale, check it out in GameManager script. It's a static value that's controlled by 2 coroutines and the script sends events when scale is changed for when you only need the value at certain times.
Thanks for the reply. I will look at your code and how you did it. There is a lot of interesting things you can do by being selective about time in your scene.
It's a fun game for being made in just one day.
It seems like you had a bit of a planning issue. To show off the going up/down levels mechanic, which is core to the theme, a good starting point would've been to make at least two playable levels, just with different enemy sprites. Then use a simple transition to move between the levels, even a cut to black would be fine. After that, if you had spare time, then think of adding cinematic camera animations and slo-mo effects.
Good luck on future projects!
Thanks for the tips! I agree, I should've focused on the themes' core mechanic first before anything else. It's funny how much time goes into the little things like player movement and such.