6300 is a pretty sweet score! Thanks for playing my game, I'm very happy that you enjoyed it.
LuckyNumber8
Creator of
Recent community posts
Yeah, unfortunately I had to leave the rest of the project files out of the repo. During the development of my game, at some point a bug arose that was catastrophic and would crash the editor every time I opened the project. Even copy pasting the individual files and prefabs into a new project didn't fix it. I ended up uninstalling the unity editor and downloading a new copy and re-installing it. I then rebuilt my project from scratch using only the code from the repo. The thing is, I never figured out what caused the bug, and my current project is identical to the buggy one so I don't want to risk passing around a project that will crash other people's editors.
If you would like to get my code in the repo running, I can list the settings I used:
(Input System) create a new input object, call it "PlayerInputActions", create an action map and call it "KeyboardMap"
Then add a Vector2 action titled "Movement", Vector2 action titled "MousePosition", Button action titled "MouseLeftClick", Button action titled "MouseRightClick", and a Button action titled "LaunchMissile"
Physics Layers were set up as follows:
6 - Selection, 7-Navigation, 8-Player, 9-Enemy, 10-Ground, 11-Environment, 12- PlayerProjectiles
Assign your player prefab to layer 8, and player projectile prefabs to layer 12, all enemy unit and projectile prefabs to layer 9, the ground plane to layer 10 and any obstacles to avoid to layer 11
As for setting up the authoring scripts its actually pretty simple, anything in a folder needs to be assigned to a prefab object, otherwise assign each authoring script to an empty object in the scene. Both player and enemy authoring prefabs require a collider component, a URP base color component and a rigidbody component. Missiles are the same as units but with a few tweaks, make sure in the collider component to tick isTrigger and in the rigidbody component untick use Gravity. For the phalanx and cannon, they both use the projectile authoring and only need the collider with isTrigger ticked and a base URP color component.
Assign player and enemy unit prefabs to the Unit Config Authoring Object
Assign player and enemy projectile prefabs to the WeaponConfigAuthoring Object
Place one gameobject with the player spawn authoring script in the scene, and however many enemy spawn authoring scripts in the scene. Select destroyer or fighter for unit type, the other options were aspirational lol.
That should get you most of the way there. Cheers!
Thanks for playing my game, Wow 17900 points is very impressive. The missies will only fire when there is a target within the circle reticle, it will usually turn red to indicate a target is present. As for the cooldown and fixing the missile going underneath the water, there were plans but as with any game jam there just wasn't enough time to implement it. Thanks again for playing.
Wow that's a really cool game and the number of actions you can do is very impressive! I did get a game crash when I got in a shoving match with a bunch of the NPC's in front of the door but otherwise it was flawless experience. Definitely a novel use of DOTS's deterministic design, just amazing. Great job!!
I just wanted to say I'm a fan of your work, and your Youtube channel is a resource I reference regularly when learning DOTS. It was pretty cool that you livestreamed your development and to be able to see your process towards making games. I look forward to seeing more content from you in the future! Cheers!
It's a fun little shooter and a good demonstration of what you can do with Unity DOTS. I feel like it would be quite an experience if everything was just cranked up by 10X maybe even 100X. Like 100X the enemies and 100X the bullets and see where that goes, The color palette is a nice and easy on the eyes and everything is very readable. Great Job.
It's an impressive simulation and definitely a great showcase what Unity DOTS is capable of. It can be a little overwhelming and maybe because I haven't taken a biology class since high school, it's hard to tell if each replication I did brings me closer to the goal or not. Either way it is very impressive to look at. Amazing Job!
It's an interesting concept but it can be tough to figure out what you are supposed to do. I managed to copy and paste the symbol, but it was very difficult to be able to tell what I was aiming at, I basically spammed the copy key while moving my mouse around the towers general direction until it flashed blue, and the same when copying. An onscreen cursor or reticle would help a lot if you need to aim so precisely. The Tron-esque aesthetic is very cool and definitely makes you feel like you are in a computer. Good Job!
It's a neat puzzle game and is executed very well. I appreciate that the puzzles look deceptively simple but can get pretty challenging. One quality of life change that I would suggest is to assign rotation input to mouse right click instead of the left. On the 3x3x3 sometimes I would misclick trying to rotate the cube, putting the input on a separate button would help a lot. The aesthetics are top notch and I really like the animations and transitions between levels. Amazing Job!
It has a great gameplay loop, there are lots of meaningful gameplay decisions to juggle at once and a ton of enemies on screen, definitely a good showcase of the Unity DOTS system. Every round I'm tempted to be greedy and grab another kill before running back just before the timer runs out. Great job!
When you build your game, in the Unity build settings you select a folder to save your build to. Everything in that folder needs to be uploaded to itch.io for others to be able to play your game. Try downloading some of the other submissions, unzip and look at the files included and you will understand.
The boids simulation is very impressive and the performance really demonstrates the strengths of Unity DOTS. It's a shame that there isn't much gameplay aside from moving around as it looks incredible. The background and the lighting really sells the idea that you are in orbit around a planet. Really well done!
The game is a great demonstration of what DOTS can do and is pretty fun to play. In the late game it does feel like I'm running circles around the police, one idea to mitigate it could be to implement a quarantine system, where parts of the map are inaccessible to the player, forcing you to be a bit more mindful of how you move around. Also, I love that everything about the the visuals and the soundtrack just exude the cyberpunk aesthetic! Great work!!
It's a cool simulation game, definitely a good showcase of what DOTS can do. A couple more unit types would definitely add more variety to the gameplay. Great Job on getting it running!
Btw I'm not sure if its just me, but your link to your repo requires a login, you might want to consider making it public so others can see it.
It's a very novel concept and really out of the box thinking. It really fits the theme well. The camera drift / shake is a cool idea but I found myself spending all my effort fighting to keep Hony in frame and didn't really think about any of the other features. This isn't necessarily a bad thing as it's engaging enough to be the core game loop on its own and the others could just be trimmed out, but that depends on what your vision of the game is. Overall its a very innovative game, well done!
It's a really cool game, and definitely has a healthy amount of "Juice". The controls are simple and feel great to use, but the zombies really like to overlap with one another which takes away from feeling like you are assembling a horde. An easy way is to add colliders to each zombie and let the physics system handle it, but the performance can't handle it, you could look into using a boids algorithm to manage pathing and separation. Overall great job!
It's a very cool platform puzzle game and the green matrix coder aesthetic is a nice touch. The mechanics are pretty solid but I think your attribute puzzle elements might soon be at odds with the platforming aspects, having to time the changes with a moving character. Mark talked about this issue in his Magnet Game dev blog no. 3, its very relatable, def worth a watch. Overall its a neat concept and executed very well, nice job!
It's a really neat game and the controls are very well done, it feels great to play. I think a think the resource generation rate could be tweaked, I found during a lot of my statue turns I didn't buy anything because I couldn't afford any of the cards, maybe just a bad case of RNG. The sprites and animations look superb tho, great job!
Thanks for playing my game. and for leaving some feedback. I also agree that the AI is really one note, I had planned to do more with it, but the time constraints prevented that from coming to fruition. Still I'm glad that the feeling of being a boss came across well and I'm happy that you enjoyed it!