Prototype by Cheshyr
FPS Controls. 1 Health, 1 Level, 1 Upgrade per rebuild. Upgrades persist. Refine your prototype, and escape the arena.
I had a lot of trouble with this theme, so you ended up with a misc shooter. My vision was far too ambitious for a 48-hour comp, so the level is underdeveloped, and most features weren't implemented. Apologies.
I had a lot of trouble with this theme, so you ended up with a misc shooter. My vision was far too ambitious for a 48-hour comp, so the level is underdeveloped, and most features weren't implemented. Apologies.
Ratings
| Coolness | 100% | 1 |
| Overall | 2.92 | 577 |
| Audio | 2.54 | 490 |
| Fun | 2.78 | 557 |
| Graphics | 2.73 | 603 |
| Humor | 1.73 | 722 |
| Innovation | 2.79 | 577 |
| Mood | 2.71 | 523 |
| Theme | 3.20 | 313 |
I think if I had a better way of telling how damaged a turret was it might be helpful so you dont get frustrated as fast.
All in all though, good game!
It turned out quite a bit more fun than I expected. Glad you are enjoying it.
The concept is good, you should spend 2 or 3 more days on this, it can came out an addictive game.
"Do I kill them all, or run away as fast as I can?"
It's a cool game :) Nice one!
To respond to a few of the comments:
The enemies start off with an advantage, but were tuned to allow you to surpass them after a moderate number of upgrades. I tried to keep the upgrade paths broad, so people could find their own way to succeed. The lack of content really gutted the depth of the upgrade features, but I'm glad that most everyone caught of glimpse of what it could be.
Yeah, the crystals turned out pretty creepy. I kinda like it. I had plans for 3 enemy types, but... well, you only get one. ;-)
The crystals can be killed. The blue/purple ones take 5 hits. It sounds like some sort of health indicator was very much needed. Also, auto-fire. Good call on both of those suggestions.
You may have noticed the soundtrack has returned. I asked around the IRC channel; since the synth loops were part of a sound font, and the actual music is built from them, it falls under the guideline of sampled instruments. Yay music.
Also, I've turned down the mouse sensitivity. Unity3D mouse settings are a bit weird, even with my custom mouselook script, and it's difficult to find a setting that'll play nice with both a standard optical mouse as well as an advanced gaming mouse. I should probably default to including a mouse sensitivity adjustment in every game from now on.
The graphics are all default primitives from within Unity3D, using the stock shaders, and simple textures; the exception being the crystal enemy, which was a rather rudimentary custom mesh.
I'm also pleased that someone noticed my attempts to match reload rates to the bpm of the music. ;-)
I'm seeing a lot of comments suggesting interest in continued development. That can be arranged if you guys are actually interested, and not just caught up in the enthusiasm of the event. Is there something here you'd want to play if it were built out more?
Great job!
Only thing that bothered me were the controls. Very hard to explain why, but it just felt off and not a very good control system fps wise.
Other than that. Good job!
Niche soundtrack, good idea, good realization.
For me this was toooo difficult *:>
Really tough, but really cool. Interesting use of the theme