Primordial Soup by bytegrove
*** Kill fish-monsters and attach their body parts onto yourself to gain their ancient and mystical powers! ***
Explore randomly generated dungeons and battle their randomly generated inhabitants. Shoot at the enemies and click and drag body parts as they fall off. The more parts you've collected; the faster you move, and each collected head can shoot!
Be careful, as the enemies shoot back.
If you lose all your body parts a timer will start to count down, and you need to quickly find some spare parts, or you'll die.
Controls:
# Steer: arrowkeys or w,a,s,d.
# Left-click to shoot, aim at mouse cursor.
# Right click on a body part to detach it(only on the player).
# Loose parts on the ground can be dragged and attached to the player. Grab with left mouse, drop the part near a connector(the white spots on the body parts) to attach it.
# Shoot at the enemies to detach their parts, and use them to upgrade yourself!
*Tools used:
Unity, Visual studio, Blender, Photoshop, inudge, bfxr,
paint, chronolapse
*Known bugs:
- Sometimes, when a room is created and connected to another; it fails to make an opening from both ends.
- On rare occasions, enemy heads attached to the player won't get updated properly to player status, thus they'll continue to shoot enemy bullets. :P
-After restart, if you died on a later stage, the game will restart on that stage but it will still read as stage 1, until you enter a portal. I just discovered this, I will fix it asap!
- Pretty wonky controls, sorry about that. :/
Explore randomly generated dungeons and battle their randomly generated inhabitants. Shoot at the enemies and click and drag body parts as they fall off. The more parts you've collected; the faster you move, and each collected head can shoot!
Be careful, as the enemies shoot back.
If you lose all your body parts a timer will start to count down, and you need to quickly find some spare parts, or you'll die.
Controls:
# Steer: arrowkeys or w,a,s,d.
# Left-click to shoot, aim at mouse cursor.
# Right click on a body part to detach it(only on the player).
# Loose parts on the ground can be dragged and attached to the player. Grab with left mouse, drop the part near a connector(the white spots on the body parts) to attach it.
# Shoot at the enemies to detach their parts, and use them to upgrade yourself!
*Tools used:
Unity, Visual studio, Blender, Photoshop, inudge, bfxr,
paint, chronolapse
*Known bugs:
- Sometimes, when a room is created and connected to another; it fails to make an opening from both ends.
- On rare occasions, enemy heads attached to the player won't get updated properly to player status, thus they'll continue to shoot enemy bullets. :P
-After restart, if you died on a later stage, the game will restart on that stage but it will still read as stage 1, until you enter a portal. I just discovered this, I will fix it asap!
- Pretty wonky controls, sorry about that. :/
Ratings
| Coolness | 36% | 791 |
| Overall | 3.02 | 353 |
| Audio | 2.25 | 423 |
| Fun | 2.57 | 492 |
| Graphics | 3.17 | 275 |
| Humor | 2.28 | 296 |
| Innovation | 3.62 | 79 |
| Mood | 2.27 | 560 |
| Theme | 3.24 | 239 |
The game is way too hard for me though.
I'm quite aware of the many flaws, I got so many bugs the first day that I wasn't able to implement nearly as much as I'd hoped. I had to rewrite the building system several times, until I at least had something that worked somewhat well.
The idea to make the rooms continuous is a great one, that would probably improve the flow a lot!
When I began making the game, all building parts consisted of only different coloured blocks(kinda like lego), and I made a system where the closest connectors of two blocks attached to each other. When I later made organic building blocks instead, the game lost some of its building logic, hence why it might feel like the parts doesn't attach where they should. With the more rounded parts, a simple raycast and a direct attachment on the hit point would make a lot more sense.
The building system was a source of constant headache from day one, I had a lot of issues with colliders and triggers in unity, and had to rewrite the system several times until I had something that at least worked half of the time.
Well, I hope I learnt something. xD
Gotta save some of the ramblings for the post mortem. ;)
Also, timelapse coming soon!
It could be really fun with just a little more polish and maybe something to dive the player ( story, different environments ). Still, I feel quite a lot was done in such a short time.