Hi folks. This game is my first contribution for LD which has been created in 6/7 hours. It's a tiny paced FPS which uses some shaders to create an strange environment like an old and dysfunctional TV in black and white. In an unique arena you must destroy 20 waves with cubes as enemies. I have developed this project with only one idea - keep a pure design and an efficient move control, including a NavMesh in which runs the enemy move. I hope you will find this concept cool. Bye ++
Oh I forget to explain to you a tiny problem with resolution. I don't know why, but it must first switch to FullScreen mode (key F) before playing. Otherwise there is a mismatch if you switch during a game. Now it's too late to fix this bug. I am really tired and my wife is angry - too many time lost - it seems to her :)
Bye my friends ++
Not a bad game for the amount of time you had! The visuals are quite nice, and the music is good. A little bit frustrating that I keep dying from cubes spawning on me, but hey :p (Scores I gave were compared to a full 48 hour effort, for fairness with effort put in for other submissions.)
Satisfying and polished. The slow paced reload time works nicely to get the player focusing on accuracy over rampant clicking, and gives the gameplay a steady rhythm. I feel like one hit death might be a little punishing (or alternatively, it's not one hit death but I didn't get enough visual/audio feedback that I was being hit from behind). I quite like that snazzy scanline effect.
Thank you for your comments friends. I agree all of your explainations. I need time to change certain aspects of the game. I must be recognized in all honesty that this concept must be improved. The enemies coming from behind must be monitored by a second camera. In fact I run throughout the game...
Thank you for your help ++
For a 7 hour game, this is incredibly well polished, It's not the first game i'm reviewing by someone who completed the jam in less time and I am inclined to ask the same question that I asked for those like you: If you did THIS in 7 hours, I wonder, what would you made if you explored your full 48-hour potential?
@pansapiens pratically resumed any kind review I could do, but I can contribute with one small detail, the cube sneaking thing is very tense, that's nice, but it's too punishing because you don't have any clues that it's close to sneak you and since it's one hit kill, that's pretty unfair (if it wasn't, the damage that it could make would be a good signal, although a pretty bad one), good horror games add some bizarre and frightening sound or voice just before some monster/creature sneak up behind you, that not only creates terror, it also alerts players of incoming danger as well, in another words, a pretty convenient mechanic, you could've done something similar.
Well, that's about it, congratulations for participating.
@parDay - In fact I have created this game but for me it's just a concept. I focused on the FX - this dysfunctional TV in black and white. Without FX we are playing with a poor basic FPS. If you want understand my point of view, see CS code - 250/300 lines maximum. These cubes use a MeshNav agent and it's all. Maybe someone of us will find time to create another FPS, using this source. Thank you for you comments - my dears friends ++
Really good game, its fun and polished! You should change the instructions cause it says that SPACE is to attack (and to jump) and doesnt mention the LMB.
Yeah. In fact, if this game really pleases you, I can do another version. I think I can post in the future a version with most features which you wait. See you later - friends ++
Hmmm... somehow the web version didn't work for me. The crosshair wasn't where it's suppposed to be, so shooting didn't work at all... :( But I guess that's just my old computer. Nice use of the shaders from the trial version of UNITY PRO. I thought that one was only for evaluation, not for making a game in a compo... He, just joking, I guess it's alright! :) Nice work.
Cynism ? No friend - you are wrong. I use a trial version of unity, but it is a combination of circumstances. All shaders which I used are tools/scripts that work on the free version. They are shared mostly on the forum "armedunity". As I said before (look at the first post) there is a shift that I can not explain. Pass first in FullScreen - it is better. I regret that you do not like my game - I liked your entry + +
Award man, I was just joking around, no hard feeling, okay! anyway, you could have Used the free version... :) and it's not that I didn' t like your Game, it just didn't work for me... But I'll try again later today.
I trid again and now it worked, was really my computers fault last time, as I thought... :) Anyway, it's a cool game, and the shaders really give it a special look. I have to learn more about how to do my own shaders, I guess you are right, they work on the free version, too. And that's the only one I ever use! ;)
In fact, it seems to me that all works correctly with U4free version - like with pro. We need only find the good script or the shader needed. In forum "armedunity" we have a section which is reserved in order to share many things like scripts or shaders, more rarely prefabs or models. We got FX blur, bloom, lens flare and others. I don't know why somebody wants buy U4 (all my respect for them), but free version is enough to create a non-commercial project. It's my point of view ++
@Mokujin - It's not a bug. In fact you must before (like with other games in web player unity) click on game. After it, you can switch to fullscreen and mouse don't go outside the screen. I hope I have helped you. Thank you for your comment ++
Ok Today is the last day to evaluate the games. It's the good moment to congratulate all contributors which have created something and just for fun. It was my first contribution to LD and this experience was very cool for me. Now I wait the next LD. See you later my friends and thank you for all comments ++
Bye my friends ++
Also, I replied to your comment on my submission. Thanks for the comment! :)
Thank you for your help ++
I really liked the graphics effect. It felt like an old CCTV or something.
The sound effect when they grab you made me laugh. Good job :)
@pansapiens pratically resumed any kind review I could do, but I can contribute with one small detail, the cube sneaking thing is very tense, that's nice, but it's too punishing because you don't have any clues that it's close to sneak you and since it's one hit kill, that's pretty unfair (if it wasn't, the damage that it could make would be a good signal, although a pretty bad one), good horror games add some bizarre and frightening sound or voice just before some monster/creature sneak up behind you, that not only creates terror, it also alerts players of incoming danger as well, in another words, a pretty convenient mechanic, you could've done something similar.
Well, that's about it, congratulations for participating.
Small, sure, but well polished! :)
Maybe a visual indicator for shooting would be a good idea.
Maybe increased the difficulty to add variation.
I died several time at the very begining of a wave when an enemy spawned directly in my face, so I didn't finished it.
I Hate this little cubes, specially when they got you from behind ... the voice is very good ! nyark, nyark :D
The control on my browser are a little bugged:
* the mouse can go outside the game
* F for the full screen is not working ;(
I have fun playing it.