Super Meat Boy meets bullet hell. Heh.
Good design.
Super challenging.
Art is pretty good.
I legitimately spent a while trying to get past the swirling spiral thing. Can't do it! D:
Performance and launching was fine for me.
Skybox is pretty and the rocket launch screen shake was good.
There isn't much gameplay here besides working out what you're supposed to do (something very simple) very quickly. Not great design: punishing the player for being confused when dropped into a new environment won't go down well.
BUT. With a bit more prompting you could develop this into something more substantial. Having the current level as an introduction to a series of progressively more challenging puzzles could work very well. Just need to take the pressure off when the player's first learning how the game works.
Very cool presentation. Really like the level of detail and interaction with the environment.
The physics felt a bit weird on account of the player only being able to move orthogonally... but if the player is a cleaning robot that ties into the story well.
Love the Moonbase Alpha reference. aieou. aieou.
Nice 3D environment and music.
Got a dollar from the couch. I feel like I should be able to put the dollar in the vending machine, get a coke, put the coke in the microwave, get metal parts from the exploded microwave and use them to unlock the door somehow.
That would be cool.
Anyway good work :)
Wow, very cool! You even made an icon.
Making an FPS in 48 hours is a huge achievement and having actual combat is even more impressive.
The middle of the crosshair doesn't line up with where the shots go, they fire towards the upper corner of the sprite. That's fairly infuriating ;)
I'm not sure having a timer works for this style of game.
Graphics are very good and the music is catchy in a repetitive way.
Good work!
Very high level of polish. Outstanding graphics and sound. Simple to play but difficult to master. Very good.
My only suggestion would be to reduce the possibility of a player being killed by a circle spawning on top of them -- it's very difficult to avoid being hit and is largely random.
But yeah, this is excellent.
Holy crap, 441mb! Unreal is heavy.
Couldn't get any control to happen on Level 1. But on Level 2 you could control it with mouse up/down. Is there something I'm missing?
Mouse up/down wasn't very sensitive and felt a bit flat/no momentum. Not entirely sure how it decides who wins if the ball leaves the map -- does the player always win if they can get it out?
Graphics are very good and sound does the job. I could see this turned into circular breakout very easily. Good stuff!
Extremely impressive and mouth watering art assets :) Physics are suitably frustrating. I do wish there was a way to pull the cherry back when it's near an edge.
But that's kind of part of the charm of a physics game like this.
Still in two minds about the choice of music. Seems a bit dark for the content. Which is a legitimate choice but I dunno. I'll have to keep thinking about that.
Very cool!
Excellent high concept! Didn't really translate into gameplay though.
Intro is cool. Nice that you got a fairly high level of completion art- and gameplay-wise!
Gameplay I didn't feel was all that compelling. Walk back and forth, shoot, repair. Not much to it. Obviously you don't have buckets of time here to make something advanced, but I'm not sure where you'd go next with it -- you could turn it into a kind of tower defence kind of thing, but it would take a pretty major overhaul to make it interesting.
Still, good work :)
Wow!
Love the Hitchhiker's Guide vibe. Love the graphics. Love the music. Love the gameplay. Love the polish. Super, super impressive that you did this in 48 hours.
I think GameMaker gets a lot of crap from developers but this kind of project is proof in itself that it's an effective way to economize time and work.
I literally do not have any criticisms to provide. Super super cool.
Fun game!
I like that it's full 3D.
From an art perspective it's nice that you build everything out of spheroids. That works on two levels -- fitting the theme and also economizing art work in a time-limited jam. Looks pretty too.
I found it a little frustrating to judge how big the player's bounding box would be. I think that might work a little better in a third person perspective.
Nice that you implemented sound even if in a basic form, that tends to get overlooked in short jams.
The swapping-colors mechanic is a little cliched these days. If you want to continue with this (and I think you should!) I would ask what else new you're bringing to the table.
Good stuff though!
Hope that helps.
Good points:
Good points:
Very cool! :P
Good points:
Ambitious! A SimCity tribute in 24 hours. Very cool.
Good points:
Likes: