Been playing around for two days, and this is seriously seriously good software. I managed to make a loud racecar and a subdued electric car sound, and even a loud howling wind noise.
Seriously underrated. I am 100% going to support the dev once I finally earn a little as a newbie GameDev.
Also, a little feedback, I have finally experimented enough since i started two days ago that I know that this software's limitation stems from the fact that you can't do AM(VolMod) or FM operation on the main wave more than once. Like I wanted to see if I can have four pulses by setting the Custom VM wave's frequency to 4, and then having those generated pulse's Volume be modified on a smaller level. Hmmm, this problem can worked around by manually drawing the micro waves in the pulse's custom shape or by using the main wave's vol mod to create a single pulse and then using VM's settings for the micro pulses and then looping it in an external software like audacity, but this method has it's own limits.
Again, this is probably the best sound gen software I have ever seen. I straight up created loop-able howling wind sound with the appropriate settings. Thanks a lot.
s4shrish
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Hi, thanks for the detailed feedback. I didn't really ask anyone to play, so I didn't expect the feedback at all, but this is VERY MUCH WELCOME. Sorry for late reply.
Yes, I just played this build, it really doesn't have enemy shooting. Sorry about that. Kinda one of the reasons I didn't think of promoting it.
Unlimited ammo capacity, is something I have tackled on. I am working on an android port, and I have added survival mode that stops regen of the bullets. As for normal mode, one of the bosses really sucks up bullets quickly and it becomes a game of survival based on what you accumulated.
And I have also added some powerup/weapons that consume a lot more bullets, primarily a lazer attack.
Tho from the starting, I actually encouraged players to hoard bullets and keep moving, as when you have more than 500 bullets, you shoot way faster. But yes, without the powerup or the boss, the number won't really go down.
Yeah, the cover isn't exactly full granular. It's kinda a wild card here, it allows you to shoot through by luck or by aligning, but that's difficult.
Played it, not really my cup of tea, never played any of the rhythm games. That and sports (FIFA, Madden) are two types of games I have never touched. But this looks good, but a bit more of learning and feedback would have made it even better, but I really am not a good judge of this genre. Well, good job and cheers.
Yeah, sorry, there's no endgame here. Didn't have time in the jam to program it, or any story.
But there IS a goal for peeps if they really want it, as I have made the enemies to spawn every 5 seconds infinitely, and you can check how long your PC can hold out before the physics computation get too much for the PC. Yeah, but sorry I couldn't program in more stuff.
Pretty good game. A strategy game at that. Lots of things that would have made it better, but it's pretty good for the limited time we had in the jam. Things I would like if you would work on it in the future are
1. Being able to hover over enemies/allies to know their health
2. Being able to look around the map
3. Characters transitioning from tile to tile i.e. moving animation
I understand that it is a jam game with limited time, but sometimes it made it a little jarring for what is essentially, a SUPERB game, Well, keep up the good work.
Oh thanks. Yes, this was actually inspired by a jutsu from the anime Naruto Shippudden, which was Chibaku Tensei, which is also the project's codename. The actual name isn't actually any good, so I dunno.
It was based around the fact that going "Out of control" usually happens when an "external force" exerts more control than the person, like a dog on leash dragging the owner forward. Hence using gravity more than magnetism or a physical force felt better.
Or the other definition of "Out of control" is "going berserk", which is also pretty good, like the Goose from Untitled Goose Game. Eh, it was a good theme.
Yeah I noticed that as well. I guess it IS intentional, as it seemed like sphere or capsule collider was used instead of box collider.
The thing is, I feel like I understand why that is helpful. If the boxes used box colliders they would get permanently and easily stuck in corners and be difficult to get into narrow passageways.
I guess the best solution for this problem would have been using a GRID system, in which all objects moved in fixed steps. The level design is already fit for that, and quickly tapping to move would have made it feel more like a strategy game rather than one with wonky physics simulation.
Not bad game. The puzzles themselves requiring a little thinking to finish besides the controls going whack all the time, which is a take on theme I haven't seen much, is pretty good, so I'll give it that.
Overall I'll say, good job. Decent mechanic, good level design and unique music for each level, I'll say that's prettty good.
I first played the game all by myself, and I then played it with my brother. When with myself I felt that the game was good. But when I played with my brother, he discovered that you can right click hold to create a barricade and constantly maneuver it to COMPLETELY overpower the other person. He got bored pretty quickly with the overpowered pushing around. The cannons were by comparison more fair.
Overall I'll say, good effort, but needs improvement.
Thanks for playing the game. You got that spot on, I set the Freeze Z value for my player character, but forgot to do so with the enemies and the bullets.
I would have added the sounds if I had few more hours, I actually missed the deadline by 5 seconds, literally the questionaire caused me to do that, and then I had to email Mark for the extended grace period.
Also, the enemies were supposed to shoot as well, and hitting a planet was supposed to drain health, but couldn't happen.
Well, it was a good jam. Thanks.
Good effort. Some tips:
1. If the game doesn't rely a lot on 3D elements, you can use 2D Unity setup. I know this one isn't using that since the game glitched once and all characters went into the floor. And at just 4 health. Talk about saved from death, but also glitched.
2. In a jam, preferably don't ask people to use a controller. It's because almost always everyone is playing someone else's game for 5 minutes and moves on. This is a minor roadblock in that. BUT if the game REALLY benefits from it, it's okay. Tho, in this case you could have simply used the mouse as well. My game is also a shooter style game, and I set the shooting to mouse, very precise.
3. If using controller, don't involve keyboard back into the mix. A combination of two inputs isn't great.
But otherwise, good effort.
Hey guys s4shrish here
I wanna say that since Monday today my work week has started, and I won't be able to rate as many games. So if any of wanna still play and rate my game, thanks a lot. But know that it's not necessary that I will be able to rate back in R4R manner.
Just putting it out there.
All those who have played and rated my game, thank you for playing and the amazing feedback. And to all those whose game I have played, I love your stuff. A lot of it is brilliant, I simply love em, and keep on working hard.
I know the animation timing is a bit slow, but there's no delay in hit detection.
It uses an almost exactly matching capsule shape collider for the hammer, and a 100% matching capsule collider for the moles. The cursor always lies parallel to the board's surface and that cursor is used for determining the hit location with a calibrated offset. Any particular behaviour that triggered it? I'll check the offset frame by frame maybe.
Thanks for the feedback.
I would say the game needs some tweaks with the combat, as the whole premise of the game itself is pretttty good. But I was dying too often, with all the characters. With the fourth character I was doing a little better but then the time ran out. It seems like you should zoom out the camera a little bit, and allow the player to shoot while moving. As it is, it seems like the dozen or so enemies are almost as good as the player in terms of range and enemy visibilty. And the limited time makes it too difficult to play against them carefully. But rushing the enemy is impossible as well as you die tooooo quickly, with no way to heal it seems.
It needs improvement, and then it can be a prettttttty stellar game.