I've tried to learn to use behavior trees before, but it never really clicked for me until I finally used one for this jam. I feel like I've levelled up as a dev now, they're so insanely powerful. Can't wait to see what the game looks like with NPCs all roaming around the town!
stoic.fey
Creator of
Recent community posts
The size and detail of the town's design was super impressive given the time limit! The sound design was really solid too, with satisfying gunfire and monster sounds. In my experience the NPC pathfinding was pretty buggy, they tended to twitch around a lot after I rescued them like they were repeatedly trying and failing to find a clear path to the extraction zone. It might be worth checking your navmesh to see if any objects are obstructing it. And for low objects like the fallen parking meter in front of the convenience store, make sure the "Character Can Step Up" box is checked in the blueprint. But overall the game was really well put together and a strong submission! Great work on the voice acting, the gruff soldier voice reminded me of Call of Duty 3 lol
Yeah one of the first things I'm changing is locking the camera to the gun's sights while aiming. I thought the wobble would make it feel more like firing a gun in real life, but it ends up making shooting less fun. I also might take away the "Bandage Your Wounds" option between waves and make health automatically recover instead, so you can get more ammo without sacrificing healing. The ammo on a timer is a good idea too, so I'll test that out as well. The AI was the hardest part of this project for me because I've never used Unreal Engine's behavior trees before, but I'll definitely work more on making enemies smarter and making combat feel fair.
Thanks for giving my game a try! And thank you for the feedback, it'll help me make more improvements now that I don't have a time limit to worry about :D
This was really fun! It felt like I was able to keep up with the number of enemies as the game progressed, but they were still regularly getting close to my castle and just barely dying in time. The different towers all felt useful in their own ways, so I felt incentivized to use them all. The wave that was made up of a bunch of skeleton kings felt like a huge difficulty spike and ended up being too much for me, but overall I enjoyed my time with the game. Great work, especially considering the time limit! Difficulty balancing takes a lot of small tweaks and testing, so the fact that it's balanced so well up to a certain point is really impressive.
You guess right, the wooden planks can be knocked down from the pipes in the sewer to make the dog fall in the hole. Since I had to make my own AI for the animals, and I'm a noob, their movement is updating every tick which makes their speed super inconsistent. The fish rat was supposed to be a tricky test of timing a jump off the pipe, but I may have made it too difficult. Sometimes it moves super slow and it's way too easy, so it can be hard to judge. I'll probably revisit this project after I learn more and make an updated version that isn't held together with duct tape and chewing gum lol
Hi there! I'm planning to use this set for a game jam. For attribution, is a link to this page sufficient? Something like:
Food & Kitchenware: Piiixl - https://piiixl.itch.io/food
Edit: This will be shown on the Credits screen, accessible from the main menu. The in-game link will open in the player's default browser.