Vampire Fish by DarkGuardsman

[raw]
made by DarkGuardsman for LD 44 (JAM)

In the dark caves under a long forgotten castle lives a terror of the deep forever fueled by blood.

22da4.png.320x256.fit.jpg unknown (1).png

Download: https://github.com/DarkGuardsman/LD44-Vampire-Fish

Game

Play as a vampire fish that needs to constantly consume blood to live. Time is your enemy, every movement is your enemy, and even each bite drains you of the blood you need to live. The blood is both your dept to pay and the very thing you need to spend to get more.

Controls

W to go forward S to go backwards Mouse to aim / change rotation Left click to attack

Mobs

Basic fish - Low HP, High blood drop rate, Quick snack fish1.png

SunFish - High HP, Medium blood drop rate, Tough as nails sunfish.png

SlimeFish - Medium HP, Low blood drop rate, Not as tasty slime.png

UI

Due to limited time the only UI that exists is the instruction start, HUD, and game over screen. There was a plan to clone the UI we used for our LD43 game which includes a menu with usability controls, custom keybinds, graphics settings, etc. However, I (darkguardsman) only ended up having ~10 hours to work on the game due to other responsibilities. Future versions will include better UI elements if we continue.

Credits

  • Audio - Freesound.org
  • Coding - Darkguardsman
  • Design - Darkguardsman
  • Idea Starter - Graugger (who wished not to make an account to get credit)
  • Graphics - TrisAstral
  • Unity - For being easy to use

Issues/Limitations

AI are super simple, they contain local avoidance to avoid each other and the player. However, have no actual logic to deal with getting stuck or collisions. So expect fish to be derpy in some cases

Physics can be touchy at times, especially if you rotate while next to a wall. This can cause your fish to flip through the air for a short burst. Not really an issue as it can be a fun mechanic, however, was not by design.

Attack range is really close, you basically need to get your teeth right over the target.

Firsts

  • Working as a team (last 2 attempts were solo)
  • Included audio
  • Actual art
  • Level Building

Features we missed

  • UI - Would have loved to make a full menu, hud, etc
  • Enemies - Plan was to have several aggressive mobs (other vampire fish, electric eels, string rays)
  • Dangers - Plan was to have environmental dangers including sunlight, spikes, and falling objects
  • Levels - We ended up with 1 really rough demo level the goal was at least 3 simple levels with objectives
  • Upgrades - Spend blood to make your fish better
  • Power ups - activatable upgrades or one off upgrades that allowed interesting effects (slime fish, bat fish, dash, cloak)
  • Better AI - random pathing, environmental behavior like eating plants or sleeping, chase mechanics
  • Bleeding - Have fish bleed rather than dropping blood right away
  • Better graphics - blood drop effects, more enviromentals, etc

Ratings

Given 11🗳️ 9🗨️

Feedback

toadzrus
30. Apr 2019 · 00:57 UTC
Fun little game keep up the great work!
VinegarLove
30. Apr 2019 · 21:41 UTC
The artwork is surprisingly good.
I have to be honest;
The gameplay wasn't anything special, but still i appreciated the mood of the overall game.
I don't think it needs better graphics;
I would have rather have a small non-intrusive soundtrack and a little bit more polished gameplay.
CocaPasteque
30. Apr 2019 · 21:42 UTC
Cool game, missing some gameplay element to know what you have to do but still. I know that the first time doing LD with a team id kinda hard :)
dikkop
30. Apr 2019 · 21:48 UTC
Nice little game, maybe try to focus a little bit more on the animation of the elements in the game, this will bring the game more to life! The UI in the left top is a bit small compared to the rest of the screen. Nice use of coloring though!
MZA
30. Apr 2019 · 21:52 UTC
Artstyle is beautifull. Looks like vector art. What software did you use?
aqws3
30. Apr 2019 · 21:55 UTC
I liked the artwork, it just needed some animations to have better visual feedback when attacking.
KilledByAPixel
30. Apr 2019 · 22:00 UTC
Great artwork! I would love to see what this style looks like with animation applied.
ristoretto
30. Apr 2019 · 22:03 UTC
It feel incredible macabre to corner a small fish and endlessly chew away on it! And then when you swim back through the water and drink the blood stained water of your earlier victims!!

If you want to add more to the macabre vibes of the game maybe the fishes could make noises when you attack them, and different parts could float around after they die…

I think it also might work well, instead of pressing w, by moving forward by clicking.
🎤 DarkGuardsman
30. Apr 2019 · 22:08 UTC
@vinegarlove Yep, mechanics are bare minimal. I originally planned for some environmentals such as light causing damage, spike rocks, and falling objects. As well a range of hostile mobs and power ups to spice up the gameplay. Hopefully if tris is on board we will continue this project into an actual game. We already have a more indepth plan moving forward involving wide range of fish, boss fights, and leveling mechanics to give purpose to consuming blood (level up to defeat the boss).

@dikkop Yep UI needs a lot of work, really only hit the minimal to make it playable. Honestly the hardest part of this was not the team but lack of planning. I did nothing the first day, a few hours the second, and only added art the third day on my lunch break at work. Honestly the art work is the only thing saving it XD

@aqws3 yep animations would have been amazing. Neither of us working on the game know how to animate sadly. Guess I get to learn :P
benmcnelly
30. Apr 2019 · 22:09 UTC
Love the polish and pause menu is a good idea, I need to start doing that.
🎤 DarkGuardsman
30. Apr 2019 · 22:21 UTC
@benmcnelly Yep, wish I had 1 extra hour to clone the menu from my LD42 submission. As it had a pause menu, custom controls, settings, graphics, etc all ready to go.
🎤 DarkGuardsman
30. Apr 2019 · 22:23 UTC
@ristoretto I might have to google that word 'macabre' but I think I get the idea. One of the things on my todo list was to add floating chunks of meat and red water. I think I might keep going with that theme if Tris is up for it.
Thirsty
30. Apr 2019 · 22:23 UTC
I liked the floaty swimming and cave light to set the mood. A bigger level with a little more to look at would be cool and keyboard only controls for a more relaxed adventure like Ecco the Dolphin.
benmcnelly
30. Apr 2019 · 22:28 UTC
@darkguardsman Would be cool to have some prefabs for all the "basic" stuff you need to really polish things out on github, because it seems like I end up writing the same stuff each time. For the compo I like to go from scratch, and for the jam I basically do compo rules but maybe re-use a character controller or something.
ristoretto
30. Apr 2019 · 23:05 UTC
@darkguardsman Sounds like what I was thing of :) If you want to take it an extra step have some enemies drop intestines, some fishes just float upward and other explode with blood and chunks when they get killed! Anyway good luck with the post jam version :)
zondarg
01. May 2019 · 00:16 UTC
A look into the grim life of a carnivorous fish. Not bad, while I needed to get used to the controls first. Nice graphics btw. Well done.
Sockyman
01. May 2019 · 02:02 UTC
Sprites are great (though they could do with some animations). The game gets slow after awhile as well. I also think the game has to be more balanced as pinning down a couple of sunfish will last you a long time so it takes all of the challenge out of the game.
🎤 DarkGuardsman
01. May 2019 · 10:10 UTC
@benmcnelly Yep, was thinking the same of creating an empty project as a starter for the next one. This one also suffered from me not doing any prep work before hand and not having used unity for a while. So short of copying 2-3 scripts I basically played by combo rules making everything from scratch.