Nuclear Arms 4: Fallout of The Mountain King by Logicon211

Craig Killbane is on the hunt to destroy the Shadow Government and stop their scheme to unleash the giants. Unfortunately he's low on nuclear power so he'll have to keep it in check while fighting the giant's minions.
This game follows the adventures of Craig Killbane. You can check out the first 3 parts of the adventure from our past Ludum Dare submissions:
Nuclear Arms - http://ludumdare.com/compo/author/darkavenger211/
Nuclear Arms 2, Garbage Day - http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=10322
Nuclear Arms 3 - http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=10322
This is our 4th Ludum Dare project. We were a bit low on manpower and had less time to complete the project this time but in the end we got something out that should be well worth your time
UPDATE
Thanks for the comments guys. We realize the very first encounter with the barrel is confusing and sometimes people think you need to jump over it instead of shoot it. That was a mistake on our part, we should have made it obvious you can't clear it. So to any future players SHOOT THE FIRST BARREL
Credits:
Logan Marks - Programming (Pathfinder, Assets, Enemies), Some Sprites
Taylor Seely - Story Board, Level Designer, Sound and Asset Finder
Mitchell Maclean - Programming (Assets, Guns, Enemies)
Jack Thomas - Programming (Boss Fight, UI), Asset Finder
Brenden Roach - Slide Art
**Some art was free from the Unity Store
Ratings
| Overall | 317th | 3.52⭐ | 52🧑⚖️ |
| Fun | 86th | 3.84⭐ | 52🧑⚖️ |
| Innovation | 619th | 2.714⭐ | 51🧑⚖️ |
| Theme | 543th | 3.327⭐ | 51🧑⚖️ |
| Graphics | 534th | 3.224⭐ | 51🧑⚖️ |
| Humor | 27th | 4.104⭐ | 50🧑⚖️ |
| Mood | 309th | 3.444⭐ | 47🧑⚖️ |
| Given | 53🗳️ | 49🗨️ |
combat felt good and there was a large variety of weapons which was a big plus as you weren't shooting with the same weapon 24/7.
The only really comments I could make is maybe add some sort of collectible or currency like coins or something? Or maybe have ammo deplete? Also the enemy pathfinding was sometimes a little strange or they would just fall on top of you.
Apart from this I'd say the game is well rounded and solid , good job!
(Kinda random: the brown bears looked reeally nice)
Wery funny game) Simple but fun.
Bit laggy in browser and game resolution is TOO big even for 1080 screen.
Sorry for duplicates, site was bugging out
Would buy again (?)
Only suggestions would be to make the slopes climbable (rather than hopping over tiny blocks), and the visual style more consistent - sometimes it was cartoony, other times it was just a solid texture. But overall, very nice work! I look forward to Nuclear Arms 5 :)
Yeah, sure, this game had some rough edges, but who fucking cares? They almost enhanced the experience. I mean, you play some heavy metal and give me a shotgun, then you put a barrel in front of me. It's not like I'm going to try to jump over it like some plumber, I know what's going on here. Who cares if my jump is floaty or I turn invisible when I'm about to die, or the game stutters and locks up momentarily when the action gets a little too hot? Stairs a little wonky for ya? Well good news - the jump button checks for the key being down, not an actual press, so you can just hold the bad boy down the entire way up.
And let's not overlook that the most important things were covered: I knew when I got hit, every time. And the explosions blew up the ground. And there were ZERO infinite pits (that I saw).
I appreciated that the game was hard enough that it mattered when I made mistakes. I tried to just la-dee-da strut my way through this game but those goddamn flying pewpew eyes made my life hell. After surfing the silver three or four times I decided well then I shall stepwise advance and carefully blast each and every enemy. Yeah well that's why they have the nuclear meter, and did I mention that BEAR FROM BEHIND?
So I was forced into the hectic fray.
The boss was HUGE, and at first I thought his offense was a little underwhelming, then I realized his most potent ability: his sprite layer is set higher than the flying eyes so he makes them invisible!
I mean, I guess you could get that nerd from Shadow G to look into the performance issues, it wouldn't hurt to NOT have the game get lockjaw randomly and have big loading screens, but honestly all the splinters just made it feel more like raw underground DIY punk rock.
Excellent work.
A few small critiques:
Visually, I find the ground and background do not contrast enough making it hard to tell them apart some times. Some of then explosion sound effects played too loud - maybe they were stacked on each other. Also when I died there was an amount of time where I was still moving around as an invisible character.
Great job!
The gameplay is also good and i liked the intro!
Keep up the good work! :)