Thank you!
Pēteris Masļenčenko
Creator of
Recent community posts
For a game with the default blue Unity background, this has a lot of personality. Love the feel of the movement, the sounds, the tutorial with the receding walls, the subtly funny text. It was fun to run around and shoot for a bit but I was slightly frustrated how much the gun sight is misaligned by default, and I realized that it's impossible to get shot (web version)? Good, juicy base to build further on
Love the hard sci-fi vibe here. You establish a very strong atmosphere very quickly with the message log, sound effects, reload mechanic. Could see this spun out into a bigger game. So much potential for different environments (inside, outside, small satellites, large derelicts, etc.) and stories. Very nice entry.
Really beautiful, love the theme and art. With some more thought and structure, I could imagine this as a small 30 minute walking sim type of experience.
Small nitpicks:
- There's a typo in your instructions. They say that Q and E both "swim up"
- Having the setting to save images to the player's device by default is a bit intrusive, imo.
This has a strange dreamlike quality that I really dig, it's subtly creepy even without the enemies. The level design works well in the sense that I was funneled in the right direction while on the run and not thinking much. And yet it didn't feel totally linear. The look is cool, though a bit hard on the eyes. I was confused by the diamonds. Thought I was teleported to somewhere else on the same map instead of to a new level, and at one point near the end I started wondering if there's some puzzly aspect I'm missing. So maybe it outstayed it's welcome by a level. But overall a surprisingly interesting entry.
oh wow, funny, i also made a text parser FPS for the jam. you've done beautifully with actually trying to wrangle it into something playable (whereas i just played up the obtuseness). the three lanes, cocking and reloading your gun are inspired design decisions, they work really well. great sound and juice as well, and the graphics are very charming.
you could probably incentivize the player to go on the attack more - currently it's easier to avoid enemies and be very selective about when to attack.
Hi, Henke! This really made my morning - it's so nice to know that someone remembers this project :) Especially someone who does great work like you!
I'll try to have a look at the project this weekend, thanks for letting me know. Let's hope it doesn't crash and burn when I open it in a new version of Unity.
Hi wormo! Thanks for playing, glad you liked it. Shame you got stuck, but thanks for letting me know! Did you try interacting with any of the letters of the sign?
The pixelated look is really easy to achieve in Unity with 2 cameras and a Render Texture: https://docs.unity3d.com/Manua...
Have a low-res Render Texture with Point filtering in your scene, set it as the target texture for the camera of the first person character. So the Render Texture will display what the first person camera is seeing in low-res glory. Then, simply have a Main Camera pointing at this Render Texture. I'm sure there's better ways of doing this (this method doesn't take the screen resolution into account in any way, for example), but it works.