Wired Network by Behenate

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

Hi!

This is my compo entry! I think it was my most sterssful jam yet. I thought I won't make it, but suprise! I made it perfectly on time! I hope you like my game. Sadly it is really unpolished, I already know a few bugs, which I will have to fix tomorrow, because today I am compleatly exhausted. I havent added any tutorial, so read instructions below :)

Icon.png

Instructions

  • WSAD - Move

  • LMB - Shoot

  • 1,2,3 - Change Guns color - Your guns color has to be the same as enemy in order to kill him.

  • Escape - Uncap the mouse cursor

  • Don't let the orange wall behind you get you. It was supposed to be part of the plot, where you had to run away form a firewall.

  • Retro Mode doesn't work in WebGL, thats pretty bad, because i really like it. It works in PC version, though.

Retro mode screenshot :

Zrzut ekranu (6).png

Regular screenshot :

Deleate2.PNG

I have Opt-Outed Audio, because my game has only some basic, incomplete sound effects, so please don't take them into account when judging.

Version 0.0.2

  • You can't fall off map and keep falling forever now.
  • Survival mode spawn points are now marked with particle system, so you know where enemies are coming from.
  • Fixed bugged bullet trail particles color.
  • Enemies dont spawn particles while shooting now. It makes survival little less chaotic.
  • Windows version of the game now looks much better on Ultra (8x multi sampling)
  • WebGL version looks worse now, but runs much better.
  • Mouse capping now works much better and should auto un-cap in non-playable levels
  • Now Survival Mode has ending (when there are no waves left to spawn it just loads "StoryComplete" scene, which was made during LD)
  • Added Cover image into startup "cutscene"(the one with unity logo) and as Icon in Windows version.
  • Removed "Retro Mode" button, which did nothing and was there just for development purposes, but I forgot to delete it.
  • Minor code optimization

Plans for version 0.0.3 : - Adding Linux and MacOS builds. - Creating special menu scene without "Quit" and "Retro Mode" buttons in WebGl builds. They do nothing now. - Fixing health spawning in Survival mode, which I broke in update 0.0.2 (propably that minor code optimization xD)

Ratings

Overall 339th 3.381⭐ 23🧑‍⚖️
Fun 393th 3.167⭐ 23🧑‍⚖️
Innovation 474th 2.881⭐ 23🧑‍⚖️
Theme 659th 2.262⭐ 23🧑‍⚖️
Graphics 88th 4⭐ 23🧑‍⚖️
Mood 362th 3.025⭐ 22🧑‍⚖️
Given 24🗳️ 19🗨️

Feedback

Ham and Swiss
04. Dec 2017 · 02:40 UTC
Nice game. Random thought I had while playing was it'd be cool if the guns each worked differently, as well as the enemies, so you'd have to change your approach drastically when switching between them.
🎤 Behenate
04. Dec 2017 · 02:44 UTC
I would love to do that, but I havent had enough time :/
Ham and Swiss
04. Dec 2017 · 02:50 UTC
Totally! I liked how the ground affected the aiming to make it more interesting.
sayomgwtf
04. Dec 2017 · 03:05 UTC
That was unexpectedly fun! I'm not all that great jumping while under pressure haha, but I enjoyed the challenge
kbjwes77
05. Dec 2017 · 13:16 UTC
Was like DOOM, Chromagun, and Super Meat Boy had an 80's neon baby! Neat game, wish it had more polish in terms of sounds and level design. Good stuff for the amount of time you had. Congrats on finishing by the way!
🎤 Behenate
05. Dec 2017 · 15:55 UTC
@kbjwes77 Yes, I have to admit: Level Design is trash. I was just so exhausted with level transitioning problems -
I don't have much experience in this, so I hardcoded most of the stuff, but I felt so bad for hardcoding and writing super - inefficient code, which took me way too long, that I didn't really have any energy for level designing.
To be honest next Ludum Dare I will try to make Level Design just after base mechanics and graphics, so I have some creativity and energy left for it :)

I might relase post Ludum Dare version with more levels ( that's my first LD game that I feel has some potential to become nice free and short browser game). Don't even remind me of the audio :P I know it is really bad too, but I hate making audio! I mean, programming Audio in unity is pretty easy, but creating it is a nightmare! Especially music.

Of course Ludum Dare version has a lot of bugs too (enemy bullets smoke effect changes color when other enemy shoots because of shared material) or you can fall off the map and you have to restart the game. Also the gun particles are little to intense and make it very easy to lose track of the enemy because they cover your view.

Also also survival mode difficulty curve is way too steep and created manually, so you can actually finish all 16 waves (which is pretty much inpossible, but still) and have nothing to do. I would like to automate the process.
Lawrence
05. Dec 2017 · 18:52 UTC
Good job, feels polished and had lot's of fun!
kbjwes77
06. Dec 2017 · 01:00 UTC
@behenate haha don't be too hard on your game, we all feel the pressure of the time limit. Just make sure you learn from your mistakes. It's a learning experience, judging by what you said it seems you have a firm grasp on how to do better next time. I see the potential!
Sarrixx
06. Dec 2017 · 09:59 UTC
Awesome work, for real! This is an excellent game, love the shaders and the overall art style. Feels pretty polished but I did experience a few bugs. I love that there is two modes you can play in as well. Kudos!
muffty
20. Dec 2017 · 10:39 UTC
Okay, to be honest, it wasn't fun for me. I felt like in unfair mario since the controls really did not fit my wishes. I had to learn when to press space, since I most of the time pressed it a bit to late and fall down.
It took me >20 tries to get past first level and I was very sad about that.
If the game is hard on purpose, well done. If not, consider being a bit more forgiving to the player.
notime4games
21. Dec 2017 · 00:47 UTC
Nice game!

I only tried story mode.

I have some feedback on the controls:
Jump was too unresponsive and more than often I fell instead of jumping. Maybe some tweaks to the player collision box would make it feel a bit more fair.
The mouse sensitvity was waaaaay too fast, often when trying to aim instead I turned 180 degrees or just fell to my death because running in the wrong direction. Maybe add a setting for or decrease the mouse sensitivity.
Using 1-2-3 to switching gun color was not nice, I was too busy running from a burning wall here! ;) I just spamed 1-2-3-1-2-3-1-2-3 and just kept firing while mid air hoping to kill the enemy in my way. If you wanna keep the color thing going maybe let the player change colors with the mouse wheel?

I liked the look of the game and the idea of being stressed out by a burning wall of death chasing you while doing precision jumping and shooting, but the controls kinda ruined it for me.

Still, well done!
Satyre
23. Dec 2017 · 19:50 UTC
I like the style of the game and it reminded me of the game "Scanner Ombre". The only thing that confused me was the lack of bullets of my gun. I didn't understand what the hit range of the shot was. The contols are good and I could walk through the levels with no big problems. Keep up the good work!
4Knights
25. Dec 2017 · 19:04 UTC
love the art style VFX, the SFX was in line with the look and enhanced the mode. gameplay was a little bit hard due to no indication of how far the wall is, the enemy behind you and FPS view not given enough information about how far you are from cutters. the controls is ok except the weapon change i guess if it was done using mouse buttons or wheel it will be better, level design needs some tweaking since some level was easier than those before them. overall the game is super nice and been a compo make it even more awesome great entry.
SecretPocketCat
25. Dec 2017 · 23:40 UTC
Lovely entry. I was playing it like an idiot in my bed using the touchpad on my laptop and I got thru he final lvl just by rushing it, so I guess it was on the easier side. One thing I'd have appreciated would be starting looking at the level, not the firewall.
pragmascript
27. Dec 2017 · 17:34 UTC
The mouse seemed to have some weird acceleration other than that pretty good entry
TheMonsterFromTheDeep
27. Dec 2017 · 18:18 UTC
The biggest problem, which is immediately apparent, is that mouse sensitivity is waaaaaay too high. I turned mouse sensitivity to its lowest setting on my computer (Windows) and the game's mouse sensitivity was still a bit higher than where I might have liked it.

The difficulty curve of story mode is really high. The first two levels are super easy, (at least once I figured out the mouse thing), but the third one is so hard that I could not even get to the purple hammer. I always was either killed by the enemies or by the orange wall.

One thing that's a bit strange about the game's graphics is that there is still occlusion culling, which is somewhat counter to how one would expect wireframe graphics to appear. However, I suppose this might be for the best, because seeing everything on screen at once would probably be too difficult. But maybe the terrain shouldn't have occlusion culling? I don't know. I guess I would just suggest perhaps looking into twiddling with the graphics, because I think it might be possible to get a pretty unique and cool look, which I guess this game already has.

My other note on graphics is that the arms on the character look a bit out of place or otherwise strange.

I do think that this game looks pretty good as it currently is. And I don't just mean graphics -- I mean that all of the stuff that already exists (environment hazards, etc) seems to work, and I think that this could be made into a pretty good platforming game.
PavelDlouhy
27. Dec 2017 · 18:46 UTC
I like style of graphics very much. ;-) I hope you will manage to get enough ratings. Constructive criticism: It looks like you forgot to mention 'SPACE for jump'!
27. Dec 2017 · 19:02 UTC
You should have left the jam version still playable. You made tons of improvements after the deadline and this is not fair for the leaderboards.
🎤 Behenate
27. Dec 2017 · 19:07 UTC
"Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players.".

I haven't added any new features. I just made quite a lot of bug fixes, but highlighted all of them.
SaraMartins
27. Dec 2017 · 20:58 UTC
I really liked the mood of this game. Unfortunately, it's my game nightmare, jumps. I'm awful at jumping. Really bad. At every game. So... it was really hard for me to jump the platforms. I always felt that I pressed too late the space bar, I always ended up falling. I think I did fall on a corner of a couple of platforms too, so maybe it's my lack of skill combined with some bug. Like the other commenters said, the mouse was too sensitive too, but that's an easy tweak.

Changing weapons with 1 2 3 kinda took away from the immersion on the game, it made me think of which to press, which makes it even harder for someone who already has difficulty controlling the character. Maybe cycling weapons with a single key, or mouse wheel would fit better.

The game had an amazing look, the graphics and particles and the whole retro feel really appeased me (I love retro). You're only missing a retro synthwave background track and you're good to go with the whole package! Congratulations!
LeReveur
27. Dec 2017 · 21:36 UTC
Nice arts, and fun game as a whole, but I have the same comment as @themonsterfromthedeep about the unbalanced difficulty curve in story telling mode. And I was about to highlight the same as @paveldlouhy : where is the note about space key to jump? I think I died 2 or 3 times before understand that I had to jump, and not just moving forward… XD
Rialgar
27. Dec 2017 · 22:13 UTC
I had a ton of fun playing it. A couple suggestions:

Story mode was my favorite, but I found it hard to judge how far the firewall is behind me, some kind of indicator would be cool.

I think you sometimes introduced new elements to quickly, try to focus on one element at a time and then variations of that, then new elements, then combinations. E.g.
1. run to target
2. platforms
3. varied spacing
4. no platforms, but a saw
5. saws on platforms
6. rotated saws on platforms
7. easy platforms and a hammer
8. platforms and multiple hammers
9. saws and hammers
10. saws and platforms and hammers

(I did not include enemies, you can weave them in there as a separate element) Look to mario games or donkey kong country games for excellent examples of these.

I found the platforming tricky, but got used to it. I think I prefer 3rd person for platforming, so I see where the characters feet are. Also a nifty trick to reduce the frustrating "falling of when wanting to jump": allow the character to jump 1 or 2 frames after they drop off a platform, again nintendo does this a lot.
niterich
27. Dec 2017 · 22:47 UTC
It's like what the 1980's thought the 2010's would look like, which is really sweet. The game itself was a bit underwhelming and sort of clunky. The visuals looked great, but I felt there were too many particle effects that distracted the player. And the whole "running away from a firewall" thing in the story was cool and all, but it was really annoying how you spawned facing it every time, thus having to get reoriented every attempt.
Querk
27. Dec 2017 · 22:50 UTC
Nice Funny Game. i like this game style :) good job :D
ardorugus
28. Dec 2017 · 13:04 UTC
The style is cool. Wires, everybody, more wires! Had some issues with jumping, though. I think, this really needs some neon-wire sound, or ambient soundscape to polish the mood.