Intelligent Fireball Cleanup Detail by smilewood

[raw]
made by smilewood for LD 40 (COMPO)

Capture.PNG Take your place on the illustrious team of cleanup and containment staff at the Totally Important Science lab complex. Why were they making intelligent, self-sustaining fireballs? Because Science! In typical fashion, they broke containment on your first day on the job. Why don’t you go keep them contained while the rest of us lock down the source.

Armed with a water cannon pack and a suit of ablative armor that never got a cool acronym (they were trying for ARGH but nothing worked), head into testing area three and douse the fireballs while the rest of the team contains the source.

If the armor ablates off of you… well, don’t let that happen. Be careful though, all those layers of armor will slow you down, the more the slower.

WASD to move, right click to fire water cannon.

Made in 48 hours using Unity. No audio because I ran out of time (and have no idea how to make sound effects).

Ratings

Overall 493th 3.083⭐ 20🧑‍⚖️
Fun 381th 3.184⭐ 21🧑‍⚖️
Innovation 630th 2.342⭐ 21🧑‍⚖️
Theme 612th 2.684⭐ 21🧑‍⚖️
Graphics 436th 3.053⭐ 21🧑‍⚖️
Humor 521th 1.921⭐ 21🧑‍⚖️
Mood 615th 2.158⭐ 21🧑‍⚖️
Given 11🗳️ 14🗨️

Feedback

mrthee
05. Dec 2017 · 01:52 UTC
Could've used either a radar or indicator oh where the enemies were on screen. sometimes i'd get hit from behind and didn't see them coming. Good use of particles, and good job on map layout + getting that pathfinding to chase me up those ramps!
notpresident35
05. Dec 2017 · 01:52 UTC
Love the game, but it needs sound for sure. Also, doesn't really get a whole lot worse until you have extreme armor levels, so maybe adjust the armor level speed decrease next time.
William Bundy
05. Dec 2017 · 03:55 UTC
BFXR is your friend if you don't know how to make sound effects; they really help with spacial awareness in 3d. Still, I had fun playing it though. It was kinda difficult to figure out how far your water gun was going, but the effect looked cool. Also, I wish I could jump
🎤 smilewood
06. Dec 2017 · 00:17 UTC
@mrthee, @notpresident35, @william-bundy I agree, it really benefits when the fireballs have sound. Initially I had a placeholder sound that i found somewhere, but I ran out of time to figure out how to make one myself.

@notpresident35 My goal with the speed was to make you just a bit slower then the fireballs when you had 50 armor. I wanted to be able to outrun them if you were at low health, and to let them swarm you if you were at high health.

@william-bundy I had a lot of trouble with making it clear what the range of the water gun was. the best i got was the sphere in front of you disappears if it is inside of the target, and is right at the extent of your range.
batmanasb
06. Dec 2017 · 00:57 UTC
FPS games really need to have mouse sensitivity adjusters, coming from CSGO with low sensitivity, my screen moves around blazing fast (pun intended)
🎤 smilewood
06. Dec 2017 · 01:03 UTC
@batmanasb I will definitely keep that in mind for next time. I had a variable that controls that, I could have just linked it to a slider in the setting. Thanks!
Mowztouch
06. Dec 2017 · 01:54 UTC
Nice pathfinding, and the map is well done. I liked it ;)
FDR
06. Dec 2017 · 03:00 UTC
I could see sinking a lot of time into a game like this. Simple mechanics can lead to addictive gameplay. Throw in some polish and you are good to go! My only question is...why is the fire mechanic tied to right click??
realryanrogers
06. Dec 2017 · 12:40 UTC
A fun and well done entry, good job!
Jezzamon
13. Dec 2017 · 05:02 UTC
If you make a unity game, consider adding mac/linux/web builds! I couldn't play it sadly :'(
TRGoodhue
28. Dec 2017 · 17:49 UTC
It's a pretty good game, it could benefit from some sound effects, and some music. But overall, it was pretty fun, I enjoyed the wave survival mechanics in it. I hope that you're able to make it to the leaderboard!
Bookworm31
28. Dec 2017 · 17:53 UTC
That was really fun! I particularly enjoyed the fireball graphic, it was absolutely stunning! (If you keep working on the game I'd love to see how the other graphics turn out) How far away you could hit the fireballs from seemed a bit ambiguous, and the fire on the right click was a bit awkward (was left click being used for something I missed?). A bit more feedback on how the containment was progressing would have been nice as it seemed to jump up at a random pace. Some sort of score also would have been cool, maybe how many fireballs extinguished? The movement penalty seemed a bit low, as I didn't really notice it until I had about 70 - 80 armor, so at lower levels it didn't seem to have much effect. Overall, really awesome game! I already sunk a bunch of time playing now, and with a bit more polish I could definitely see myself sinking a bunch more!
aurel
28. Dec 2017 · 18:23 UTC
Nice job with the pathfinding and the navmesh jumping - pretty cool. It would've been nice to know if there was a goal of some sort (like, destroy X number of balls).

My biggest gripe is that you didn't lock the cursor. It kept going off my other monitor.

(At some point have a script that just sets `Cursor.lockState` to `CursorMode.Locked` or something like that.)