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Dimensional Survivors 3D!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #82 | 3.788 | 3.788 |
Mechanics | #192 | 3.424 | 3.424 |
Sound | #225 | 3.091 | 3.091 |
Music | #312 | 3.061 | 3.061 |
Aesthetics | #331 | 3.303 | 3.303 |
Story | #454 | 2.061 | 2.061 |
Theme | #525 | 2.545 | 2.545 |
Ranked from 33 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.
Unity FPS Microgame, Dungeon Mason free assets, Scott Buckley Race the Sun mp3
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Comments
Hehe nice survivor game. But what made Vampire survivor's great is that you could played it with one hand and have a sandwich in the other ;)
Hahaha thanks, and you are exactly right. I'd initially thought to remove the mouseaim aspect and have the player's weapons automatically seek out the nearest enemy, but not sure how that'd quite work in 3D - probably a minimap would be required.
The gameplay is fun, you captured what make Vampire survivor-type game fun really well. Thanks for the rear view, I needed it.
In my first playthrough, the enemy stop spawning at 997/1000. There is also this one immortal slime who spawned in that playthrough.
Don't know what jumping is used for. The game is pleasing in both visual and audio.
Overall, great game.
Cool game. Loved the music and the addition of the rear view camera.
Great game! I had a lot of fun playing it. I would work on the enemy spawning, as it is very hard to avoid them if they spawn behind you
Thanks Joaken. Yes, there's a bug hiding there I think, where if an enemy spawns too close to another it will get 'bumped' closer to the player (every enemy is supposed to spawn 50 Unity units away on the edge of a sphere). Makes the game a bit less 'relaxing' than I'd aimed for.
Nice take on the Survivors trend. The addition of a Rear View was a nice touch and generous to the player.
Cool game! I am admittedly not very good at FPS type games so I didn't win, but I still had fun. Difficulty settings with slower enemy spawn rate and more healing items would be a plus for FPS noobs like me. :) Nice work, though!
Admittedly, I'm kind of glad that there was a kill target to end the game, otherwise, I'd probably be playing this all night, and there are still games I want to check out! :P
That was a pretty fun implementation of the VS genre with an FPS. That launcher is a killer, and I was happy to have that rear mirror.
The only other wish I had was for one of those pickups from VS that makes you suck up all the orbs! Really, though, the colourful look of the game, the heroic music, and the fun gameplay made this a satisfying entry.
Thanks Porkrind, I slipped my game to a buddy and he got me playing it again. Was trying to see if a shotgun only run was viable - seemed to be, although the mob turns into a blob that runs over itself and is pretty horrific. Launcher too imba :) But I always prefer to improve underpowered things than nerf things.
Re: sucking up the orbs, that would be cool and I did have that in mind. Though unfortunately Unity 3D doesn't have the cool Point Effector 2D, which I missed a lot - both my previous GDTV Gamejam entries have used those to slurp up nearby coins / XP.
Great submission! Keep building on this. I tried ticking the invicibility option, but it wasn’t working for me so the mob of villans got the better of me. LOL. Really great foundation!
Thank you, yes I somehow broke the invincibility... Just took a look and it was a really simple fix, doh. The ending's not exciting but if you fancy seeing more of the game I have fixed that function and uploaded a new build.
Tip: grabbing the launcher upgrade tends to take care of things (on refIection I set the splash damage / distance a little bit too high)
Very fun game and a great difficulty curve. At first it feels like you have everything under control and then it feels like you're going to be overwhelmed just as you start getting upgrades and becoming strong. I wish the music was a touch louder (or customizable), but everything else was great!
Thank you, Samm! I've upped the music from -4dB to 0dB in the latest build. I agree it deserves to be played loud as the it s wonderfully over the top :)
This reminds me of my other spare time project, so I really like this. Awesome work.
A fun game, good job!
This game is hella fun!! I like a lot the upgrading system and in it's semplicity it got me spending a lot of time!
If you want i would like to know what you think about my game. and if you like it maybe rate it, i would really appreciate it!
Nice! Gives off some doom vibes of playing a bullet hell shooter from a FPS perspective.
I didn't quite understand how coins related to upgrades. Seemed to be a bar that would fill, but upgrades seemed to happen before filling.
Well done :)
Thank you! Yeah, my maths on the XP bar was not quite right. Have fixed and uploaded now.
Man, I was getting Mario and Slime Rancher vibes from the monsters and shooting. I love the rear view cam, and the upgrade system!
Thanks! I always try and keep my games light and keep any 'boring' time to a minimum. This one is a bit more frantic than I usually like, wish I'd had a bit more time to flatten the difficulty curve a bit! The Mario style turtles have a larger object avoidance on their AI so they'll often do their own things rather than run towards the player.
UI for rear cam was unbelievably easy, just need another camera on the player pointing backwards (y: 180 degrees), create a render texture then assign that texture to the camera. I had another implementation but bugs meant I had to drop it - funny what a 5 minute YouTube video can show you.
A good game, particularly visually. It's difficult to understand why you get upgrades, and how to get them. Also, you can't see behind you, and that is how I got most of the hits. The 1000 target is too much for me, didn't get there.
Nice done!
Cheers. Yeah, I tried a run just now to see if I could get to 1000 without the launcher and well, I failed. Not to say it's not possible but probably needs some tweaking of XP amounts (all XP drops are equal, even from the big baddies)
Good job it is difficult but upgrades give you a chance
Thank you! I struggled with the maths for the XP for the upgrades - could have fixed that by having tougher monsters drop more XP, maybe if I decide to continue this game outside of the Jam I can improve this.
Need to finally get round to doing that GDTV Maths course :)
Very nice game, it plays very smoothly with a good variety of enemies and weapons.
Personally I found it a bit too difficult, especially because it's hard to see the enemies coming from behind, but overall it is very fun!
Cheers UM, loved the tunes in Frank2.
Yes, agreed regarding enemies coming from behind! Backpedaling or staying still is rarely safe. The FOV is generous, but it needs a minimap or something to deal with those sneaky critters than spawn behind the player. With another half day I'd probably have got it in.
Good game
Thanks, I liked yours too!
I appreciate the button for the controls of the game, nice and clean design on the controls and ui. Also great music and sound effects. Gameplay was smooth and inviting.
Thanks! I tend to try and be as inviting as possible in my games with few boring down time bits.
Breaking the flow a bit is that enemies sometimes seem to spawn too close to the player, that's a bug - maybe I can squash it without too much pain. They're supposed to spawn on the edges of a large sphere.
Loved it! Pretty fun reminded me of vampires survivor
Cheers, that was what I was going for. Enemy visibility is a challenge to replicate in an FPS compared to the screenfuls of monsters in Vampire Survivors. I had an idea to implement a jetpack to get a better view and also have flying enemies but well, scope creep had to be tamed :)