The game was a bit dark, but I was able to find and kill all the precious cans. The underwater effect is pretty neat. Maybe adding some light sources would help though. Maybe even with some underwater caustics effects :).
Your code looks relatively well structured, and fairly easy to follow. Although it could potentially be more data driven, many things seem hard coded. But it looks decent overall.
Underwater caustics seems like a very cool idea. I might see what I can do with this while I am playing around with the lighting. Thank you for the suggestion!
Good work on your demo. Underwater city idea was quite innovative. Your water shader did give a good result. I also liked how you organized the code.
A bit more comments would have made your code even more readable. Do try to evolve this project further by adding other gameplay elements. Maybe AI fishes!!
I love how unique and simplistic this game looks. The colour gradient adds a lot to the atmosphere and the sounds are very satisfying. And the UI is very intuitive. Good stuff! Too bad I couldn't find the last one :(
I liked the underwater effect, the darkness in addition made the cans appropriately difficult to spot. The UI was clean and well done. You clearly put some polish in. If I had a wish list for this it would some animation smoothing because it could be a little sudden between switching, but I know that's not a small ask.
I found the underwater effect to be pretty hard on the eyes, but its functionality was well done. Wish the movement speed was a bit faster. Good simple UI really brings you into the game right at the start, giving you a clear objective.
There are some creative and interesting ideas in this demo. The underwater effects was quite clever and I think that this is a game that could actually go further in development. The art and dark tones are simple but do set the mood well and fits the purpose of the game. I agree with the other comments about the camera/gameplay; those could be improved with more time. Nice work Curtis!
Super clean and simple, love the aesthetic even though it's definitely a little dark. (Though I guess that's what makes finding the cans tricky?)
Intuitive controls with UI that's easy to understand what the objective is. Sounds here really makes all the difference honestly, good use of it! Only issue I encountered was that on the second can, I was backtracking to try to find it, and since they have collision/physics, I knocked into in by accident and it was moved to a place where I couldn't shoot it. Full 360 camera might have been nice, but I can see it being a good intentional design choice depending what you are going for. (Back tracking to find stuff you missed is a pain without being able to look back where you came from.)
Overall it was a pretty cool little demo. Simpsons track at the end was an appropriate reward.
Thank you so much for the feedback! I had indeed darkened the game up in the late stages of development in an attempt to add some difficulty and play up the aesthetic. I probably took it a bit too far though, so will be decreasing this effect a bit in the next iteration.
You are not the only one who encountered an unwinnable game state due to knocking a can into a place where you cannot shoot it. I'm currently working on removing the restriction to being able to turn left/right so that even if you knock a can into one of the corners on the map, you should still be able to turn around and shoot it. I just need to make sure the portion of the world behind where you spawn is appropriately decorated as right now, it's an empty void.
I'm also experimenting with moving the camera towards/away from the player depending on the direction of their movement. That way if you do need to backtrack, you can at least get a bit more notice before you bump into anything. It's not a full 360 camera (which you are correct that I was trying to avoid as a design choice), but I'm hoping it at least makes backtracking less of a pain.
Hey there, game looks good, but was wondering what the controls are to shoot? i notice right clicking brings up the crosshair but not sure if i need to press another key, do apologize in advance if i missed something, but wasn't able to find a readme in the release build, cheers!
Hi! When you are in the aiming mode, you can left click to shoot. Let me know if that doesn't work for whatever reason, and I can add a key press as an alternate keyboard input that will also fire.
Thank you for the heads up regarding the Readme. I included one with the source code build, but must have missed copying over to the release build. I will post an updated version of the Release build now.
Comments
The game was a bit dark, but I was able to find and kill all the precious cans. The underwater effect is pretty neat. Maybe adding some light sources would help though. Maybe even with some underwater caustics effects :).
Your code looks relatively well structured, and fairly easy to follow. Although it could potentially be more data driven, many things seem hard coded. But it looks decent overall.
Underwater caustics seems like a very cool idea. I might see what I can do with this while I am playing around with the lighting. Thank you for the suggestion!
Hello
Good work on your demo. Underwater city idea was quite innovative. Your water shader did give a good result. I also liked how you organized the code.
A bit more comments would have made your code even more readable. Do try to evolve this project further by adding other gameplay elements. Maybe AI fishes!!
Keep it up! All the best!
I love how unique and simplistic this game looks. The colour gradient adds a lot to the atmosphere and the sounds are very satisfying. And the UI is very intuitive. Good stuff! Too bad I couldn't find the last one :(
I liked the underwater effect, the darkness in addition made the cans appropriately difficult to spot. The UI was clean and well done. You clearly put some polish in. If I had a wish list for this it would some animation smoothing because it could be a little sudden between switching, but I know that's not a small ask.
I found the underwater effect to be pretty hard on the eyes, but its functionality was well done. Wish the movement speed was a bit faster. Good simple UI really brings you into the game right at the start, giving you a clear objective.
There are some creative and interesting ideas in this demo. The underwater effects was quite clever and I think that this is a game that could actually go further in development. The art and dark tones are simple but do set the mood well and fits the purpose of the game. I agree with the other comments about the camera/gameplay; those could be improved with more time. Nice work Curtis!
Super clean and simple, love the aesthetic even though it's definitely a little dark. (Though I guess that's what makes finding the cans tricky?)
Intuitive controls with UI that's easy to understand what the objective is. Sounds here really makes all the difference honestly, good use of it! Only issue I encountered was that on the second can, I was backtracking to try to find it, and since they have collision/physics, I knocked into in by accident and it was moved to a place where I couldn't shoot it. Full 360 camera might have been nice, but I can see it being a good intentional design choice depending what you are going for. (Back tracking to find stuff you missed is a pain without being able to look back where you came from.)
Overall it was a pretty cool little demo. Simpsons track at the end was an appropriate reward.
Thank you so much for the feedback! I had indeed darkened the game up in the late stages of development in an attempt to add some difficulty and play up the aesthetic. I probably took it a bit too far though, so will be decreasing this effect a bit in the next iteration.
You are not the only one who encountered an unwinnable game state due to knocking a can into a place where you cannot shoot it. I'm currently working on removing the restriction to being able to turn left/right so that even if you knock a can into one of the corners on the map, you should still be able to turn around and shoot it. I just need to make sure the portion of the world behind where you spawn is appropriately decorated as right now, it's an empty void.
I'm also experimenting with moving the camera towards/away from the player depending on the direction of their movement. That way if you do need to backtrack, you can at least get a bit more notice before you bump into anything. It's not a full 360 camera (which you are correct that I was trying to avoid as a design choice), but I'm hoping it at least makes backtracking less of a pain.
Hey there, game looks good, but was wondering what the controls are to shoot? i notice right clicking brings up the crosshair but not sure if i need to press another key, do apologize in advance if i missed something, but wasn't able to find a readme in the release build, cheers!
Hi! When you are in the aiming mode, you can left click to shoot. Let me know if that doesn't work for whatever reason, and I can add a key press as an alternate keyboard input that will also fire.
Thank you for the heads up regarding the Readme. I included one with the source code build, but must have missed copying over to the release build. I will post an updated version of the Release build now.