Wow, the presentation of this is stunning - visuals, UI, audio, and the intro! I love the dynamic music based on the situation. With the gameplay itself, I had some difficulty working out what was actually going on since there was so much happening on screen. I like the overall theme of the game though. Good job on the submission 😎
Viewing post in E.C.C.: ENHANCED COMBAT CADAVERS jam comments
Unfortunately the environment is a lot busier than it ought to be. I’m not satisfied with the buildings; there are some custom buildings that are okay, not the best, but the Kenney assets had some rough UV wrapping as they were never meant to be textured. Since I didn’t have time to fix the FBXs, I scrambled to throw whatever materials had already been made up on the buildings, and as a result the buildings’ neon windows are just as bright as the HUDs, characters, and other elements of essential gameplay. Even worse, these buildings have a tougher time fading for the camera because of the dark color hiding their rough edges.
In postjam I’ll be making a new set of less aggressive neon materials and I’ll take a little more time into the buildings’ quality. In the meantime, just try to let the objective marker take you in the right direction. I think the game definitely needs a panel or two of clear and concise gameplay explanations, but once you figure out the objectives loop it’s a very simple back-and-forth affair.
PRO TIP: With some exceptions, enemies can’t see in the dark and SHIFT will break line of sight– even when they’re already engaged in combat with you. You can use this to safely reload, get out of a tough firefight, or close the distance to your VIP target while avoiding the fire of their guards.