Da Vinci vs Ancient Creators by kawzar
In the year 2560 BC the ancient Egyptians raised the great pyramids of Giza, but how did they do that? What ancestral technology did they used to achieve success? This question has turned crazy scientists for years, but not anymore. 4070 years later the true creators have returned to claim their works, and only one of the brightest minds of today may save us!
-------------
INSTRUCTIONS
Move with up and down arrow keys
Shoot with spacebar
-------------
Made with: Unity 3D, Photoshop, bfxr
Authors:
Kate
Rac
Tetsu
Maca
------------
VERSION 1.1:
Fixed bugs:
-health bar now displays and updates correctly.
-Score shows up in game over screen
-Background moves properly without freezing
Small improvements to gameplay (as it was quite un-balanced):
-Improved collision for character: Da Vinci's wings don't get hit
-Improved spawning of enemies
-Improved character movement: removed inercy
-Improved shooting speed of character
-------------
INSTRUCTIONS
Move with up and down arrow keys
Shoot with spacebar
-------------
Made with: Unity 3D, Photoshop, bfxr
Authors:
Kate
Rac
Tetsu
Maca
------------
VERSION 1.1:
Fixed bugs:
-health bar now displays and updates correctly.
-Score shows up in game over screen
-Background moves properly without freezing
Small improvements to gameplay (as it was quite un-balanced):
-Improved collision for character: Da Vinci's wings don't get hit
-Improved spawning of enemies
-Improved character movement: removed inercy
-Improved shooting speed of character
| Web (HTML5) | https://kawzar.itch.io/ld36-da-vinci-vs-ancient-creators |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=90646 |
A game with great potential.
The score is missing on the "Game over" screen, btw.
We started late the jam so we run out of time and had to reduce scope that's why we didn't add animations as we wished to do. We will take that into account the next time!
I would suggest lest firerate for enemies but not a static Y speed. For now, you can stay alive forever by just spamming the space bar without moving once ;)
I liked the graphics and sound though and if you tightened the game play up it could be a fun little game.
I like the art, but the sound effects are kind of boring.
* The enemies need to do something other than move in a straight line. There are places you can sit in the battlefield and never get hit. I can just press the space bar and have an arbitrarily high score.
* The hit detection and enemy shots don't seem to match up well. I'd recommend smaller sprites and some really precise hit detection if you want to make a game like this, because otherwise, you're just guessing where your hitbox is.
* The enemies need variety. I quickly lost interest when it became clear that there weren't any new enemies coming. This is particularly true for the audio effects - the same audio effect over and over again led to a somewhat aggravating soundscape which I think could be avoided if it weren't always using the same effect over and over.
* Some background variety would be good, too.
I realize all the above is really difficult to get into a compo over the span of 48 hours. What you were able to stand up - even with the points above - is still impressive and something to be proud of. The graphics, controls, and gameplay all work, and the game is certainly playable. If you intend to take it further, you certainly have a base from which to start!
Is the enemy placement in a loop? Because I think I found a sweet spot to place myself where I don't have to move and can kill the enemies without being hit at all... in this case, you should add randomness in the enemy placement.
But sadly, there is low gameplay and varieties
You can it better, just adding different locations and enemies, power-ups and etc :)
good job anyway!