Really great FPS. Nice and smooth and really kept that old-school FPS feel. Footsteps could be faster to match the movement speed and it'd be nice to have a clearer indication for when enemies die as the animation isn't really clear in the heat of the moment. Wound up putting more bullets in them than was necessary on several occasions. Other than that, great game and I'd love to see you add more levels.
CapitolJay
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Thanks! That's a solid score. I think my best so far was around 1800. I was hoping to have time to put some obstacles into the scene but I just didn't have the time. Also was thinking about adding bonus points for drifting around those obstacles, like if you drift around a post it'll give you a bonus for a while.
Thanks man. If you were trying to do it in Unity, I found this blog post about values for wheel colliders which I always start with. Takes a lot of the guess-work out of it, and it allowed me to only make a few tweaks to those values afterwards. https://forum.unity.com/threads/good-values-for-wheelcolliders.441506/
Also, FYI I made some tweaks afterwards to them but here's the values I currently have for them.
- Front wheels
- Mass: 20
- Radius 0.8
- WheelDamping Rate: 0.25
- Suspension Distance: 0.2
- Force App Point Distance 0
- Center: 0,0,0
- Suspension Spring: 3500
- Damper: 4500
- Target Position: 0.4
- Forward Friction
- Extremum Slip: 1
- Extremum Value: 2
- Asymptote Slip: 1
- Symptote Value: 10
- Stiffness: 2
- Sideways Friction
- Extremum Slip: 1.2
- Extremum Value: 1
- Asymptote Slip: 1
- Symptote Value: 10
- Stiffness: 1
- Back wheels
- Mass: 20
- Radius 0.8
- WheelDamping Rate: 0.25
- Suspension Distance: 0.2
- Force App Point Distance 0
- Center: 0,0,0
- Suspension Spring: 3500
- Damper: 4500
- Target Position: 0.4
- Forward Friction
- Extremum Slip: 1
- Extremum Value: 1
- Asymptote Slip: 1
- Symptote Value: 10
- Stiffness: 2
- Sideways Friction
- Extremum Slip: 2.5
- Extremum Value: 1
- Asymptote Slip: 1
- Symptote Value: 7
- Stiffness: 0.8
Nice simple game. It wasn't obvious whether keeping it on-center (green) gave you bonus points or not, but it might be something good to add and maybe indicate somehow (like a text field for bonus points or something) Otherwise it's a really neat simple game that is more challenging than you might think.
Yeah. I really wanted to do a sort of intro/tutorial but I already spent twice as much time as I should have on it. The best bet is to start with 2 or 3 trees and keep them watered until they grow to a sellable size and december rolls around. Once you sell a few you can buy more seedlings and grow from there. Gets a lot easier after the first couple round of that.
Really fun to play. I would give the shotgun a wider spread but it was still a good upgrade from the pistol. Could also stand to have some sort of risk, like maybe having explosive trees that blow up and kill you if you shoot them, but otherwise I really enjoyed playing it. Really satisfying to see shreds of trees and grass flying around as you're blasting away.
Nice concept but I didn't really see how the evil trees could kill the player. All I had to do was move back and forth to figure out which trees are evil and then approach them while they can't move. Maybe if there was an alternate attack for evil trees and if you didn't use that attack they'd kill you, or maybe I was just lucky. I really liked the concept and had fun playing it.
Loved the idea but I think the hitboxes for the birds and poop could be a bit more forgiving. Could just be a bug where I wasn't able to always click on them to make them disappear. Really liked the barrier concept where you could spend 10 poop to make a barrier against the birds. Do they degrade over time? if not, that'd be a great mechanic to add so that you have to keep remaking barriers. Really neat idea!
Yeah, the dealy is way too long without a way to telegraph it. I'm working on a way to visualize the delay, but I kinda wish I made this an RTS style game where you click where the rover moves. Would have required different challenges to make it interesting, but I think that would have allowed the delay to be more tolerable.
Thanks for the feedback!
You might have run into a bug I found and fixed where the delay accumulates. I think you're right on the light on the rover, so I got rid of it. For sure the whole game could have better models as everything I made is basically just simple shapes.
I think if I borrowed a cam controller I wrote for another game it'd help with orientation (just didn't want to use something I wasn't writing specifically for this jam) I also think upping the camera distance to include the crater sides might also help with orientation, and I'm gonna tone down the sun a bit which might help also. Thanks for the feedback!
I wanted to go realistic so the delay is accurate to the real world, but I had planned on including a send/receive animation to better indicate the delay. I also have a checklist of sorts in the works to show what still needs to be done, and I planned on putting a minimap together as well, but ran out of time for that. Thanks for the feedback!