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FPSWYCAAE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #750 | 2.004 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The idea could work, but isn't developed at all and you can easily circumvent the challenge by just shooting at the floor, close to the enemies... This way, it's very easy to calculate how the projectiles will bounce.
Very aware of the floor, I contemplated ways to make the floor not work, but really couldn't think of any that didn't seem like gimmicks. I had several problems and lack of time overall, I spent maybe 7-8 hours on the game out of the available 48.
Like the Idea. Sadly not much game since the enemies do nothing and when you kill all of them nothing happens. Because you wrote "I'd have loved to have spent way more time on Animation" I suggest you to simply not care about animations, character models and other visual stuff until the core game loop is working (eg. win/ loose conditions and some sort of threat).
What I meant by would have liked to do more with animations isn't that I spent a lot of time on the, the animations I have are really basic and took a couple minutes. It was many other factors that. I have having issues with parts of the game mechanics itself, the gun was acting wierd with what I originally had, which was for the gun to smoothly move between extended and pointing downwards when you looked at enemies, but even though the code seemed straightforward I encountered a weird directional bug that caused the gun to sometimes continuously spin, even though I was using rotate towards which should stop once it reaches the desired rotation and worked just fine when going from down to up, but not up to down. This was a problem that took a while before I gave up and just set the rotation immediately. I had tried setting up some AI, but was having some major problems with it and didn't have enough time to fix those problems before the deadline so I removed the AI. The winning system wouldn't have taken long to implement but by the end I was rushing fairly hard to make sure the game was playable at all. I may continue working and refine the idea after the jam voting, but I don't know, I like the concept still but I may start over to setup a more powerful underlying architecture to the project if I revisit the idea.
There is some info regarding keys and such in the game page. I'll reiterate them here. Tab toggles whether the mouse is locked or now (at well as hidden), Escape exits the game (no menu yet) WASD or Up Down Left and Right arrows to move, Mouse to turn camera. Left Mouse to shoot, fairly standard stuff. You lower your gun when pointing near an enemy, and in this state you can't fire.
This game got plagued with some bugs and difficulties early and late on, resulting in some major scaling back and simplification of the game, so sorry it's not more fluid. I'd have loved to have spent way more time on Animation and some enemy AI problems made the simpler tasks take longer than they should have, as a result the game is very simple, very small and very short.