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Anton

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A member registered Jun 22, 2018 · View creator page →

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Thanks! I'm glad you enjoyed it

Thanks! Glad you enjoyed it 😊

Awesome! glad I could help

I like the use of the Limitation and how the slime enemies speed up when you shoot at them definitely adds some more intensity to the limitation.

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It's a shame about the crash, maybe if you can try fix it they might let you re-submit?
I had a look in the .js Console while running the Game, it seems that during the start up (loading the menu) there is a NullReferenceException Error Followed by another one When you Start the Round/Level, the game crashes on Error(216) can't tell what is the cause of this possibly related to the 2 previous NullReferenceException.

For you info (if you don't already know) NullReferenceException's are normally triggered when you are trying to do something with an object that hasn't been assigned, say in this case once you shoot the enemy you wan to Instantiate a new enemy GameObject but you haven't assigned anything to that game object or the assignment is sitting too late in your stack.

Just something to look out for or consider, I hope you can get it sorted!

Thanks for playing and thanks the feedback! The bombs blowing each other up was a real last minute choice as I had a bug where a bomb would blast the colliders away from other bombs nearby making them useless lol

That's all-good, I definitely see how it has that asset-flippy vibe to it. I know for next time to keep my level design/scope realistic to the time-frame haha. Overall was a good learning experience and I got to test out a few ideas I had for this project and test out ways to implement them

Thanks for playing the game and reviewing. I think everything you've mentioned is fair and I agree the scope was way too big (I did get a little carried away during the level design phase). As for the "Asset flip" feel to it , I can see how it would feel like that. The game is made using free assets acquired from the Unity asset store, CGTrader and Sketchfab, this is because of the obvious time constraints and the fact that I worked on this alone and my skills lay more in the programming and level design aspect (basically my modelling & animating skills are non-existent/trash lol). The Interface/ui bug sounds like it could be an easy fix (hopefully) I will try replicate it, even though I will be discarding most of this project after the jam to start fresh it could be a good learning experience to know what to avoid in the future with the configuration of the game. the other npcs (bob and john I think?) they were originally going to be enemies but the AI was buggy af and I couldn't get the combat system smooth enough for release so instead turned them into friendly idle AI for the sake of having more than one npc in the game. Upon talking to either of them they should give you a blueprint for crafting but other than that they serve no purpose (in this build at-least) I think I found the scrolling issue you mentioned and I may have found a solution for that but that again will be more for a learning perspective for me rather than implementing a fix into this build.

Thanks for your review/rating, if you're interested in following the further development of this concept/project then please join the discord (linked on the store page for the game) down the track I'll be reaching out for people to contribute once I figure out the best way to go about that and have got a solid plan/road map in place

Hi, Thanks for the feedback. In hindsight I feel i spent too much time on the Map/Environment as well as building some other systems that didn't make it into this build of the game, it definitely turned into a case of "biting off more than I could chew" there are other blue prints available in the game they should spawn in lockers and crates but they're a "rare" item so maybe I could up there spawn count in future to make them more accessible

Hi, Thanks for the feedback.
I have a few questions in regards to thew performance issues.
Did you try adjusting the graphics settings? I tried to make them as customizable as possible (without spending too much time on them) if you tried that are you able to tell me or screen shot those settings and what your machine specs are?
all of these will help me improve the games performance and overall experience in future iterations.

Thank you, I will check out your game tonight when I finish work :)

INFO:

Controls: Movement - WSAD, Open/Close Inventory - Tab/i, Pause - Esc, Equip/Unequip Wepon - F, Action - E

I had so many big plans for this game for the Jam, but time-constraints meant that I had to sacrifice a few things. Nevertheless I am happy with it's current state.  If you like the concept of this game, I will be developing the concept further. Stay up to date on the progress on Discord Here: https://discord.gg/7rxMbUT

As a strategy game fanatic, I really enjoyed this. I like the concept as well, also I think you've done a good job on the AI programming too it is quite challenging but not too over the top challenging which I think is hard (in a way) to get right. I did encounter one bug though, When you click restart the game crashes, only after you reach the stage of having the space station where you can order more troops. I didn't have any problems before that but afterwards if I clicked restart the game would crash. Otherwise great job, if you're planning on developing this further I'll definitely be keeping an eye on it!

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I had a brief turn last night. I will have another go and post my feedback after work. From what I played last night I did enjoy it :)

I found the bug you described and have fixed it. It ended up being a simple fix. The issue was in the way I was handling the pausing and unpausing of the game. Basically when you unpaused it was going back to the main HUD where it should've been going to the previously open menu this was causing an issue with the player script as that still thought the menu UI was open which it is set to not move when there is a menu like the cargo or trading hub open. Good spotting, Thanks:)

Thanks! I made this in the two weeks given. All the models can be found free on the Unity Asset Store :)

Thanks! I have had a-lot of late nights over the last two weeks working on this game. I will look into the bug you have pointed out and see if I can fix it!

I liked it, only problem I had was I could not collect ammo. It seemed like collider wasn't set to isTrigger (the player just runs into them instead of through and collecting), other than that cool concept and everything else seems to work fine :)

Very enjoyable experience

Thanks! noted, I will add a tutorial mode in future iterations

Thanks! in my original plan I wanted to have a tutorial mode but I decided about 2 days ago I'd be better off polishing what I had instead. I definitely think the mini-map could do with more work (it was a real quick throw together at the end lol)

Really enjoyed the story telling in this game