Oh no, i've been bested. 😂
ThatOneUnityDev
Creator of
Recent community posts
Dev here, your score should definitely be showing up. As of this comment, we have a total of 39 unique users on the board.
However, it only submits your best score per device/pc. You can't submit multiple scores to 'fill up' the leaderboard. Only your best will be displayed.
I should also clarify, you can overwrite your score if you get a better one, when hitting submit.
Hitting submit with a worse score will do absolutely nothing.
Haha, thanks for checking it out, glad you liked it! Honestly, AI can be super tricky lol. To make things easy, I tend to create AI in a very basic way, something that follows a 'predictable' pattern. So in bobs case, he just wanders around down there until he sees you, and then chases you until you get to far away, or he gets 'tired', rinse and repeat.
When I first got the project, somewhere along the way, he was defaulted to chasing the player, until a minute has passed, then set to wander for a minute. There was also a teleport to player feature that was being used at 'seemly' random intervals. I wasn't entirely sure why things were setup that way, what was intentional, and what wasn't.
I just refactored the good bits that were already there, changed some values, and made the visuals match. Overall, what was there was already setup nicely with A* and made it easy for me to come in, and add a sneaky surprise, lurking in the depths. :)
Was pretty entertaining. I beat it on 28 because I didn't understand the castle objective until I was already maxed out lol.
Initially I also thought the price of an upgrade was what my stat currently was - ex: I thought I had 25 strength, but it cost 25. So I was a little confused on how to purchase upgrades at first.
Overall good job! In the future maybe some more enemy variety, bullet patterns, and some different upgrades - projectile amount, size, etc.
I had quite a bit of fun with it! My suggestion would be to remove mouse for retry. Only using spacebar is really great, and would be nice for that as well.
The slope felt kind of empty, which could be fixed by giving the player a slight break, and adding a few 'checkpoint' props. (A cabin at 100m, a ski lift at 200m, etc.). This would also help give a sense of progression outside the leaderboard.
Overall really good job though! The main loop, and competition from the leaderboard is addicting! :)
I think the objective could maybe be stated in the game itself. To add to that, I seen a bunch of useful information about the game on your itch page as a reply to another person.
I could just say general statements like 'make it more fun to kill enemies', 'make the robot arms more interesting', but I think the main thing you should work on is giving the player a sense of purpose. Why am I killing these enemies? How does that impact the player? What do robot arms do? What are these orcas? It seems you have a general storyline or idea about all of that, but it isn't conveyed in a meaningful way, rather than adding length to the arms.
To add a few positives, the arm idea is pretty cool, and congrats on finishing a game! You did what most game developers fail to do, you actually finished a project! I can see the game being pretty fun to revisit, later in your game dev journey, after you make a few more small games, and learn from those experiences. Keep at it! :)
Unfortunately you were not trapped per say, as there was a death pit to your left, which upon entering would have restarted the level. But the issue the person below is mentioning is that the part you fell in felt a little cheap given it was at the end of a level, in a seemingly safe area, and repeating the level was something they didn't wish to do.