SurSpace by Lurieh

[raw]
made by Lurieh for LD29 (COMPO)
FPS gameplay : ZQSD or WASD to move around and mouse to aim mouseclick to shoot.
Fullscreen is recommended in the windows version as the crosshair doesn't seem to be on the right place when windowed, it works fine on the web version.
You also have to hit alt+f4 to quit...yeah I hate making interfaces but that needs to change.

The goal is to hit the little thingys ("Elements") above your head by shooting the one that is right below it.
The ones beneath the surface are packed and only one per pack will rise and hit the one above, others will explode.

This game have invisible walls that hide the "Elements", it's an incomplete feature, it lacks a feedback of some sort.

Ratings

Coolness 20% 2022
Overall 2.93 798
Graphics 3.33 440
Innovation 3.20 455
Theme 3.27 554

Feedback

Filecreation
28. Apr 2014 · 13:07 UTC
It took some clicking around before I realized what I had to do, but the game teaches itself after the first obstacle!
sandbaydev
29. Apr 2014 · 19:49 UTC
I got the idea but I'm not sure what to think about the mechanics. In a way it's cool, but how do I determine which one is to correct to shoot (or what is the exact challenge in determining the correct one?)

I like the concept idea, but feel it should need something (hard to pinpoint what). Maybe instead of shooting the one below there could be a mirrored image, with one "wrong" piece that you should shoot away?

I do like the simple graphics, and "wireframe" and the general idea. You are onto something good here for sure :)
Figglewatts
02. May 2014 · 23:05 UTC
Like the graphics. Game was pretty good but could have been fleshed out more.
D2FXRayG
06. May 2014 · 16:52 UTC
A little too simple but looked nice. I like the atmophere.
porglezomp
09. May 2014 · 23:42 UTC
Very interesting. I loved the music and the aesthetic, but it was a bit hard to play.
It took me too long to figure out what I was supposed to do, and it felt a little bit random when I was shooting at the ones beneath. (Didn't feel like there was a way to tell what was what.)
mystakin
09. May 2014 · 23:47 UTC
Really neat look and atmosphere. I was a bit sad to run into an invisible wall. Kinda hoped it would just loop me around or throw up a grid wall to match the ground. I liked it!
deepnight
18. May 2014 · 07:56 UTC
The mechanic could be even more interesting if the invisible walls were also hiding their target from the sides, forcing the player to turn around them to find a "window" to shoot through.

Good job :)