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MetalVerse: Dimension Chronicles's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #87 | 4.000 | 4.000 |
Sound | #252 | 3.000 | 3.000 |
Theme | #447 | 2.846 | 2.846 |
Mechanics | #454 | 2.769 | 2.769 |
Fun | #457 | 2.769 | 2.769 |
Music | #480 | 2.385 | 2.385 |
Story | #607 | 1.692 | 1.692 |
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?
3
Did you use any existing assets? If so, list them below.
mixamo models (kitbashed) Environment art: "Sanctuary" free asset. aliend lands free environment art kit. kenney low poly weapons
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Comments
Incredibly impressed that you made a multiplayer game! Would have been great if there was an option for bots, but with the time given this is super impressive.
The camera is a bit too tight, you might want to let cinemachine have more control over it to give it some elasticity.
Since there was no one else playing(Also I was able to name the lobby DogBollocks, so a profanity filter might be a good idea for the future). All I could do was kill the purple monsters, but killing them felt quite satisfying and the gun had a nice pew sound.
quite impressive, that you were able to implement a full multiplayer solution for your game. I haven't found someone else to play with, but it looked pretty legit when I created my own lobby. Would you be so kind and share with us, what services you used for that? and was it hard?
the switching between worlds in a top-down-shooter is a pretty cool idea, though I wish the two different dimensions were a bit more dramatic in their dichotomy and not just "shoot"-dimension and "item pick up"-dimension. the gun play could also use some additional work to feel meaty - a slight push back, impact sounds and alternate firing methods like a charged shot comes to mind. I am just vocalizing wishes now. oh yeah, how about customizable characters? muhahahaha.
ok, don't pay attention to me, I'm just fantazising now.
thanks for playing and thanks for your feedback! we might continue development for a couple months, to make it a little more full featured / polished, so the suggestions are super helpful! we used unity netcode and UGS for the lobby / relay/ transport. there are starting to be some good tutorials online for unity netcode. i can personally recommend the free videos from taro dev and samyam on youtube. one of the other team members took the unity netcode code monkey course
I was surprised to see a multiplayer game😯. The overall design, effects and concept looks cool, I guess it really needs to be played with more players when you reach to certain point.
A feedback I could share would be related to the dimension shifting, I wasn't sure how to go to the other place and didn't manage to stay long. Apart from that it was a nice play, good job!
we'll probably implements manual dimension switching in the future. we unfortunately didn't have enough time to iterate on the design part! thanks for your comments
It looks nice but the camera made me claustrophobic, I always like to be able to move the camera, at least a little. I couldn't figure out the game play, but it looks like it has potential...
Great job! I can't test multiplayer, but solo play is interesting. Very driving game. But I would like more variety. I think that the game has potential for development.
Game is fun! I'm impressed you were able to implement a multiplayer game in 10 days. Good job! I wish there were more upgrades you could pick up but other then that great game!
The game was fun for the "over-the-top" shooting genre. I feel the game lack story or content. One confusing thing was when I teleported out of the area to the garden-looking map. I was not sure what I was supposed to accomplish on that map.
The game was fun for the "over-the-top" shooting genre. I feel the game lack story or content. One confusing thing was when I teleported out of the area to the garden-looking map. I was not sure what I was supposed to accomplish on that map.
I like the reticle but I noticed that it doesn't always line up with the bullet trajectory - specifically the it's in the 45's in each quadrant. Really impressive that you were able to get a multiplayer in 10 days, great job. Would love a machine-gun or a powerful charge shot that blasts through multiple enemies, and possibly a way to revive your partner! GREAT job though.
I don't think I've ever seen a multiplayer game in a jam ever xD Well done! Sadly most people won't be able to test multiplayer, but the solo game is fun too. I second Lanyard's suggestion about the hold to shoot. I also wished there was something else to do in the other dimension besides picking up health. If you're thinking about continuing this, I'd recommend going for a co-op shooter, something similar to Risk of Rain 2.
thanks! yeah it does work as co-op. unfortunately there hasn't been much engagement so you wouldn't know haha XD with more than one player the pickups are more varied
Real bummer :( Try posting it on discord, you'll hopefully get a few reviews to start things up.
Nice graphics! And multiplayer? Dang, neat. I played it solo, but was still impressed. I'd change two things if I was put in charge of your project. One, hold mouse to auto-fire. Two, a more action-packed soundtrack.
Impressive work!
cool i'll take this feedback on for sure. thank you! we might continue to develop it more beyond the jam
Nice cel shading effect, i would have used a cursor in the canvas instead of an object in the world.
thanks! yeah we'll probably take that on. there was a cursor but it disappeared at some point during development and was pretty far down the list of bugs to fix haha