riskREWARD by Siepiau

First time participating in Ludum Dare. It's been a tough and tiring but fun and rewarding 72 hours, and I'm happy just to be able to deliver at least minimal gameplay.
I present to you - riskREWARD! The more you have, the-... well, actually I didn't quite follow the theme too closely. In this game, you play a character on the run who have to deliberately be a target for the police while dodging bullets in order to gain score.
My original ideas included stealth and hacking gameplay, but of course I didn't have time to implement those overambitious elements. My biggest gripe is that I wasn't able to properly implement the randomly generated level. This game was supposed to take place inside an maze-like urban office environment. Regardless, I shall continue to experiment with this until I can get it right for my future projects.
Working alone means having to split my development time among designing, coding and creating art assets, but it also allows me to have a first hand experience on how closely each department affects the others, and how compromises and balances have to be made frequently and iteratively.
As a newbie indie developer, I'm always looking for ways to improve my game design & development skills. Here's to more game jamming in the future!
Enjoy the game, and I always appreciate constructive criticism so I know how I can do better next time. Comments, suggestions and discussions are welcome! ^^;
-siepiau

| Windows | https://siepiau.itch.io/riskreward |
| HTML5 (web) | https://siepiau.itch.io/riskreward-webgl-version |
| Original URL | https://ldjam.com/events/ludum-dare/40/riskreward |
Ratings
| Overall | 617th | 3.411⭐ | 47🧑⚖️ |
| Fun | 602th | 3.284⭐ | 46🧑⚖️ |
| Innovation | 352th | 3.432⭐ | 46🧑⚖️ |
| Theme | 700th | 3.279⭐ | 45🧑⚖️ |
| Graphics | 533th | 3.567⭐ | 47🧑⚖️ |
| Audio | 550th | 2.943⭐ | 46🧑⚖️ |
| Humor | 651th | 2.768⭐ | 43🧑⚖️ |
| Mood | 755th | 3.047⭐ | 45🧑⚖️ |
| Given | 49🗳️ | 23🗨️ |
For the staying-targeted mechanic, that you've implemented, I think that the level design is a bit too open in places and it could use a bit more maze-like layout. As it stands, it was too easy to always stay in the view of a single police officer, while keeping enough distance for them not to be able to shoot.
Additionally, I think adding a feature where more enemies get spawned ahead of the player to force them to improvize, instead of relying on the cheap tactic I described, would really add to the fun of your game.
This is a nice entry overall, I hope you'll flesh it out in future development.
I managed to get the policemen stuck in the maze so that made it easier :D
@terrapass: Thanks for the detailed suggestions. I had originally wanted some kind of simple mission objectives, like "Steal data", "Get to the chopper"...etc. The stay-targeted mechanic grew from a desperate attempt to complete before deadline LOL. At it's current stage the game is more of a self-motivated bullet dodging exercise. Maybe I will add in the missions one day, after I learn how to do a proper random level map generation ^^;
Also I'm pretty sure one dude killed himself which was unexpected and pretty funny.
I agree that the game needs more gameplay variety such as stealth. Hopefully I will get around to updating it one day ^^;
* You handled AI very well .Enemy can't see me because of wall on his angle. My game AI is terrible.
* There isn't any fps problem while there are many enemies in scene (how did you do finding player ? raycasting?)
* They bullet kill them (Though you should show it with maybe blood or sign , I saw myself it )
* That appearance of halo when Npc detect you is nice idea
## Suggestion:
* You can make simple map in blender with sprytile addon instead of cube of unity3d If you haven't probuilder.
* You should add something that speeds up .Character movement was slow.(did you model and animate yourself?)
* Make less saturated red color of font.
* Maybe add market to spend score
# My Score:

#### A.I.
- AI does a raycast for visibility only when the player is within their vision range. Most of the time they are just checking distance to see if player is in range using their positions. Since there is only one player and 12-20 enemies, it's not that much of a problem.
- AI finds it way around using Unity's NavMesh pathfinding until it has direct line of sight, then it just heads in a straight line for the player. When not chasing the player, they rally to his last seen location (indicated by the same cross-hair icon) whenever another AI calls out.
#### FX
- I do have a blood effect ready but decided not to put it in (I thought it might be too violent and add even more red; could feel more fun though LOL). You are right that the game could use some more feedback effects. The sign is a health pack drop loot, which I didn't really explain ^^;
#### Random Map
- The map is randomly generated every time you play, but my algorithm is not properly structured so everything just look like pure random mess. I hope to learn more about procedural generation to create better rogue-like levels. The NavMesh is already being build at run-time
#### Characters
- Regarding character movement, it's purposely made not too fast to increase the challenge, but I also wish I had added a dash/sprint button at times LOL
- Yes I modeled and animated the characters. They were made quite a long time ago for another prototype but I tweaked and recycled them. I wish there were more variety in their shapes and sizes, but they all share the same rig and mostly the same animations to save time.
I like the character's style and animation.
I would suggest adding slight screen shake effects and excessive particles when being shot, you could make that if you dodge a bullet and it hits another cop he gets damaged/killed, maybe a timer when the player gets away and is not targetted by any enemy to add some intensity, adding some cartoonish chase music while being chased would make it more fun too I think.
Overall it was enjoyable and I had a blast trying it out.
Keep it up!
Also, the player should be a bit faster. It's quite unfair now with all the shootings and all.
My highscore was 351.

Currently there are 4 types but they are hard to tell apart (handgun, shotgun, assault rifle and handgun female with slightly different attack range and rate of fire). I definitely have to make more obvious enemy variations ^^
Good Job and keep on game developing!
Also:

Stood still, put up a YouTube video and then:

Player speed should be faster
@trenogre: Getting the police to shoot each other is not easy as they only fire at you when they have clear line of sight. However, you can make use of the shot anticipation logic and approximate shooting interval to trick them into firing at each other by running away straight then suddenly turning into the direction where you want them to shoot when they are about to fire. It's still a tricky challenge and a totally emergent gameplay ^^
@king-kujito: You got the highest score! ^^;
@fangzhangmnm: I totally agree with you (and others who said the same) about the speed; the game pace is already much faster in the next version. Now that you mention the taunting, I'm reminded of similar aspects to childhood games like peekaboo, hide-and-seek and even tag ^^;
Hi all! You can now download and play a work in progress build of the post-LD version!
Also, I'm continuing to work on my game with additional/modified game mechanics and better presentation. Hope you will like it when it's done ^^