Head Trauma by drZool

[raw]
made by drZool for LD23 (COMPO)
WSAD, E, Mouse Button

Ratings

Coolness 41% 748
Overall 2.67 628
Audio 1.86 646
Fun 2.38 668
Graphics 2.33 710
Humor 1.88 612
Innovation 2.75 511
Mood 2.91 305
Theme 2.21 784

Feedback

Lidfrid
23. Apr 2012 · 11:32 UTC
Sorry, i don't catch the theme here
emongev
24. Apr 2012 · 05:39 UTC
I liked how the next world is smaller than the previous one (the theme i guess) and i loved the gun, and disliked i had to get it again at the beginning of each level. I hated the graphics, when they were dark i got a head ache because i didnt see anything, and then they were too bright...
True Valhalla
24. Apr 2012 · 05:39 UTC
Really lacked direction, and on top of that the shadow engine made it very easy to become disorientated.
karnakgames
24. Apr 2012 · 17:48 UTC
Weird experience, as well made me dizzy. But, I actually liked it for the innovation.
schizofunky
24. Apr 2012 · 20:46 UTC
I really liked the idea, it felt very surreal! The enmies are quite cool and you did a good job of the splat animations :D The Walls are a bit bright tho, it disoriented me but also hurt my eyes to focus!
kratorspore
24. Apr 2012 · 20:53 UTC
This was pretty interesting. Once I found out I could run, it was a lot more enjoyable! I liked the 'splat' when you killed the blobs. I liked the ambiguous nature of the game. It felt very mysterious. It would have been nice if there was some acknowledgement of finishing the game. Once I killed the big blob I couldn't see anything else to do. Pathfinding was really great, did you use Unity's new pathfinding stuff by chance or did you roll your own?
firstrowgames
24. Apr 2012 · 20:55 UTC
I acctually like this kinds of graphics and the game was very unique.
But the lighting that was on the walls was a bit too bright.
CherryNukaCola
25. Apr 2012 · 02:36 UTC
Visually, very lovely. Had some trouble trying to trigger the pink buttons - maybe the colliders need to be bigger? Effects were nice, too.
🎤 drZool
29. Apr 2012 · 07:10 UTC
@kratorspore Thx! Yes there is a bug after you kill the blue boss. It should have shown the win screen. Yes I used Unity's NavMesh for pathfinding. It was really easy.
samoojamies
01. May 2012 · 10:02 UTC
Had some innovation and good mood.
Rémi
04. May 2012 · 11:53 UTC
Strange mood, but more feebbacks would be cool! (sound & graphics)
Benjamin
06. May 2012 · 10:09 UTC
I like it ! When I killed the boss, I would have prefer to see an ending ( even a brief one ) instead of just walking around not knowing what to do. Sometime just a "the end" screen is enough to transform a 48h experiment prototype in an actual game ! :)
Daniel
06. May 2012 · 10:11 UTC
Very surreal O_O
Th3dz
06. May 2012 · 14:32 UTC
Would have liked an ending. Cool otherwise.
smvilar
08. May 2012 · 03:02 UTC
Nice concept! I'd be awesomer if the transitions were smoother, to help you notice you're going deeper. I didn't like the shooter part.
TyrusPeace
10. May 2012 · 19:53 UTC
I agree with others that the lighting style for the levels was disorienting and somewhat nauseating. I really like the splodey-splash death for the enemies, though, and the zooming into the next level effect at the end was neat. I do wish that factored more into the gameplay, but it's a cool effect.