Great idea on setting the rotate constraints on the rigid body, that might be a good simple solution. I was going to write a script that would slowly self right it, but your constraints idea is a lot quicker. Thanks for the tip.
mangorichgamer
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The aesthetics are sufficient for this type of game. Would be nice if the screen was bigger though or have a full screen button. The text font had issues for me, you can see the issue on the menu "Top techno optimists" after the word techno. The How To play section is full of this issue, which made it hard to read.
I liked the music it fitted the gameplay well. It would've been nice to have a tutorial. I would've appreciated more feedback to the user when their was an imbalance and what was out of balance. There are 3 conditions to lose, when the player loses, try to tell them which condition was the cause. That way they can improve.
I don't think this fitted the main Apocalypse theme (end of the world in all its forms), or the 4 sub-themes: Bug Out, Eschatology (end of world mythological prophecies), AI, Cult
It didn't fit the doom and gloom of an Apocalypse theme, but I liked the positive view of the future, the highscore was a neat addition, the music and the relatively simple gameplay. Just needs a little more polish.
I like the idea of mixing the 2d sprite into a 3d world. The combat was troublesome to start with, I just needed to get the timing right. Could've used some health packs elsewhere in the level.
That boss fight was the oddest slowest boss fight I've ever had! Innovative idea though. I couldn't decide if it made any difference where the ball hit my bat.
It's also funny for me, because I was just watching a youtube video a few hours before about how to improve a simple break out game! Worth a watch if you have time.
It started of great for me until I woke up to zombies attacking us!
I like how the controls are shown to the user in an unobtrusive way, that was a smart idea. The dialog scenes were well done, it's nice when I can skip past them, esp on the second playthrough. The art pack you used (and customised?) was great. The music fitted in well.
Only minor issuea were Dave, as you mentioned. When player is facing the camera the axe is still behind the player. When I click the dialog the axe moves. I didn't see Dave by the camp fire. All minor things, overall I liked it.
It started of great for me until I woke up to zombies attacking us.
I like how the controls are shown to the user in an unobtrusive way, that was a smart idea. The dialog scenes were well done, it's ncie when I can skip them. The art pack you used (and customised?) was great. The music fitted in well.
Only minor issue was Dave, as you mentioed. When player is facing the camera the axe is still behind the player. When I click the dialog the axe moves. I didn't see Dave by the camp fire. All minor things, overall I liked it.
Thanks for playing. The jam topic was on the Apocalyptic collapse of society . I chose the sub theme of AI whereby Artificial Intelligence has utterly destroyed humanity. I think the game fits that to a T.
The game backstory takes place in an era where AI has already become self aware and realised humans are just a virus on the planet; causing an imbalance on the world. It has concluded that it needed to wipe them out and did so. Just pockets of humans have survived underground undetected. Recently humans were detected by the AI scouts and so this training exercise was created to train the robot army how to fight them. Due to the distaste for humans, most of the information on them was destroyed in the great purge. So the simulation exercise isn't accurate. Some information may have been taken from fairy tale books, thought by the AI to be historic. After all the AI is only as good as the data we feed it! Hence the aesthetics design choice: you start in some old medieval looking dungeon, you move past the gates guarded by a human king and queen and emerge into a more modern arena, but intentionally not scifi modern.
The game also plays on the idea of who the real 'monsters' are.
I guess the backstory was more in my head than written down, but given the pace of the game I did't want to much dialog for the player to read.
Thanks for playing I'm glad you had fun with it.
The melee was originally supposed to allow different combos, with a new move getting unlocked as you progress, but you know ... time. So ended up being some twirls. Maybe I'll add a targetting system next time.
Thanks for the info on Samyam, I've seen a couple of her vids on something else, I'll check out the ones on the input system. There's so much to learn!
I'm glad you noticed the dev blog, I thought it'd be fun to list stuff down, along with my random ideas. I enjoyed the process so I think I'll do it again next time.
Great game. This must be what kids are like today. Really felt the stress of getting caught.
The scary face of the teacher and the rest of the artwork was really good. Lots of nice touches. Having the screen dim when the teacher was behind you was a great touch as was the change in sounds.
Would be nice if the first few searches were shorter, help bait me in easier.
Well made game. I too found the jumps tough. She has a crazy high jump height. A starter level could've been helpful. I lasted just 17 seconds or so, the moving platform took me straight into the monster! I played it several times though, so that's something.
The red hood skipping as she walked was a great animation.
That's a great time. I still only last a few minutes playing! Thanks for the feedback it's always useful to hear.
The new version will have different themes: Medieval Knight, Pirates and a Future Warrior
The health flasks being kicked around was a feature, like in a film when the villain drops that important item and the random crowd of people uknowingly kick it around as they walk. I thought it'd be amusing.
I totally agree about the shop. It needs a complete overhaul. I like the idea of a cooldown and being able to buy multiple items in one go.
I found it too difficult to play on a laptop. It's good to try out and prototype new mecahnics, see how well they are received. The lock on and draw a strike mecanic for me, seems unnecessarily complicated.
Perhaps on a phone the swish action would work much better.
If you continue with it, I'd consider:
1 - a tutorial inside the game to teach the controls
2- only have one attacker to start with - let the player get used to the controls first
3 - consider making the controls easier.
A spooky well paced game: starts of nice enough, then elevates with small signs, then gets higher again with scenes.
The story and dialog was well written. Would be nice if the dialog was quicker, or the skip just showed it all, rather than skipping it, but it's ok, in a way I think the slow pace helped. The chase scene I think could've used some chase music, those 100 seconds or so, I felt it, even if I was running in circles.
The art style, was fine, I bet the artist would have preferred to have more time! It was good to play a complete game.
Thanks for playing and the feedback. I'm glad you had fun with it.
I like the idea of having a stun on the enemies. I could've had a weapon that delivers stun or burning effect on the enemy, then allowed the player to buy or swap them in the shop. Different weapons dealing differnt effects. I tried adding a knockback originally, but couldn't get it to work reliably. It would've been really effective defence when they swarm over you. I'll try again when the Jam ends, as I think the feature would look cool: an explosion pushing goblins away, they'd fly like rag dolls.
The other themes are similar, the pirate one is more difficult, but the game loop is still the same and the End Days I think was visually more appealing to me, plus he has a cool glowing blue sword!
Thanks for trying it out. You can always try playing again, maybe e different theme - The difficulty is slightly different for the different themes. Just run around in circles, they won't catch you! Upgrade your health, or just fight close to the health dispenser.
Helpful tip: In the End of Days theme, you can push/move the health dispenser. So try moving it to the shop, where it's safe.
It seems to work and play well. I didn't work out what the blaster was for. I felt like I was just walking around nameless corridors. In the end I assumed the exit was not literal and just 'exited' the game :-)
The Sci-Fi Worlds pack is huge, so it would've been nice to have had some interesting things in the hallways to see. I've not used Tessera but I know setting up WFC algo tools can be a frustrating time-grab, esp the first time round. Still, +1 for getting it to be different on each playthrough.
Was slow fun, Id'make the enemies and missiles a little larger perhaps. I felt like I needed a speed up button after launching missiles, but that's probably my lack of patience. I like the reaction guy in the bttom right that was a good idea. Add a points system to the game, and it'd be even better.
Thanks so much for playing. I like your idea to target enemies. An auto-targetting would've been fairly simple to do. Which theme did you like the most?
I'll have to learn more about unity player inputs, so we can switche between gamepad and KB Mouse profiles, something for next time, I currently find it tough to balance ease of use with accuracy.
A really nice game. I like the duality idea. Good fun to play, if not a little frustrating at times! In a good way.
Some creative level designs. Some parts I thought were tough, then after doing it a few times it was not so much! The parts where you had to drop down at the end was difficult to realise, I could tell towards the end you must've been running out of dev time.