Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DennisMac

28
Posts
23
Followers
1
Following
A member registered Mar 14, 2017 · View creator page →

Creator of

Recent community posts

Liked the concept and aesthetics. I ran into the same glitch mentioned below where the car seems to head off to a previously selected point instead of the current point. A little work on the UI, also mentioned below, would be nice. Good job overall.

Thanks, I was unaware that ctrl was mapped to "fire".

I had the same issue as StrecthMasterP. If you have a controller plugged in, the camera will just orbit the character. Fun mostly, little frustrating when you fall off a platform due to unresponsiveness mentioned below. Aesthetically appealing and music fits well. Nice Job.

Nice. I played to the end and really wanted more levels.

Nice, keep it up. Thanks for jamming.

Thanks for playing dude!

Hey thanks for playing. Sorry for the crash. I really just abandoned it after the game jam. I'll see if there is an easy fix.

Nice. Characters look great. Music is fitting. Sound good but a little repetitive.  I could not tell if each character was announcing its entrance or the sounds were just random. Kind of slow at first but fun after the first few upgrades. Creature death animations would definitely make it more satisfying.

I was considering  that. Can you try: https://dennismac.itch.io/movie-game-jam and tell me if that control method works better?

Don't fix (destroy) it. It's great. I'd leave the game jam version as is,  marked as prototype and with the game jam info'. Use what you've learned to make another or improve this under a new project. 

(1 edit)

Thanks and sorry about the crash. The radar was pretty straightforward, the math is built into Unity.  Just subtract player position from target position, multiply by the inverse of the player rotation, drop the Z component, then scale and plot x and y.

https://gist.github.com/DennisMac/3a0fa00c0251524ac8176dff8f10e96c

I tried tweaking the mouse control last minute and am still not happy with it either. I found it difficult to balance fine control and responsiveness to the big movements.

Yep, no time to implement the damage model and I had a talented composer lined up for the score, but it didn't work out. Also wanted to add some power management and a much better end game, but again out of time.

Sensitivity wasn't the issue, I just instinctively wanted to steer the opposite direction.

Ugly. Sound and music are terrible. Controls, physics and the AI advantage are frustrating. Camera is horrible. Glitchy as hell, phantom damage from invisible walls and bumps.  

Loved it. Very addictive. Most fun of any I've reviewed so far. Nice work.

Nice work. I like the look. Takes a bit to get use to the handling when looking back. I'd like to be able to dodge them when they jump, but it appears they never miss.

Nice work. Love the look. 

Couple minor complaints: 

1.) I'd like to be able to see a bit farther or enemy range should be less. I often get destroyed by enemy fire coming from off screen. 

2.) Friendly fire. Occasionally I get destroyed by my own shots, when I lose track of the mouse.

I really wanted the ladders and boards to be part of it, but limited time. Thanks for playing.

All good points. Thanks for playing.

Good point about the airtime. Will keep in mind if I continue with it. Thanks for playing.

My favorite so far. Well done.

Glad to hear you had fun. I know it starts off a bit slow but I wanted it to match the article so the beginning is supposed to be normal folks and then progresses through  the levels it suggests, then gets downright unrealistc.

Thanks for playing.

(1 edit)

You may want to explain that the squirrel may only be placed on the ground. I am unable figure out how to earn RP and cannot get the eraser to work. Will wait for explanation before rating.

(1 edit)

Thanks.

BTW, probably too late now, but you can cheat by clicking the XP bar. 

"s" or down on left stick should bring you down, slowly. I based the physics on my actual  (cheap) drones. You don't need to hit "w" (or up on left stick) to move forward. You just need to hit it enough to maintain altitude. The arrows (right stick) are for lateral movement.