O3000 by farwyler
"O3000" for Ludum Dare JAM 34
O3000 is a game about eating others and being eaten. Be the last one still alive to prevail.
--- Controls:
* left mouse = swim
* right mouse = boost
* mouse wheel = zoom
Made with Unity in 72 hours for ludum dare jam 34 #LDJAM
by @farwyler, @shakemeluzifer, @bmuig
O3000 is a game about eating others and being eaten. Be the last one still alive to prevail.
--- Controls:
* left mouse = swim
* right mouse = boost
* mouse wheel = zoom
Made with Unity in 72 hours for ludum dare jam 34 #LDJAM
by @farwyler, @shakemeluzifer, @bmuig
| Web (itch.io) | http://farwyler.itch.io/o3000 |
| Win/OSX (itch.io) | http://farwyler.itch.io/o3000 |
| Web (Gamejolt) | http://gamejolt.com/games/o3000/114564 |
| Win/OSX (Gamejolt) | http://gamejolt.com/games/o3000/114564 |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=45643 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.51 | 337 |
| Audio(Jam) | 3.33 | 336 |
| Graphics(Jam) | 4.27 | 107 |
| Mood(Jam) | 3.38 | 378 |
| Theme(Jam) | 4.02 | 218 |
Its a little hard to see if you are bigger or smaller though..maybe vary the colors depending on if you can eat them or not
One of the best looking games I've seen this far!
It's like Agar.io but good! :)
I've seen this idea already in Osmos and Agar.io. It fits "Growing" perfectly.
The controls are a little rough, and it wasn't always easy to know how much or why I lost mass. Otherwise, nice gameplay. I managed to finish all levels!
It's a good candidate for Android porting too ;)
-Most significantly, there's no way to tell which things will kill you and which won't. Their borders are just vague enough that on multiple occasions I got destroyed by things that definitely looked smaller. The ideal solution here is to color them, say, green when they're smaller than you, and blue/red when they're bigger.
-As another minor annoyance, though this is much more excusable in a LD entry, there's no real feedback as to how much mass things take. In Osmos specifically movement would result in a little blob of mass being spewn out in the direction opposite of movement, though I'd imagine there's other solutions to better signify how much mass I lose per click/second/boost at a given size.
-the hitboxes are also very unclear and don't match the graphics
-Finally, it seems to me like you applied the same force/cost the same mass regardless of the player's size. Or at least the increase didn't scale properly with the mass of the player. By the end of the last levels the game was a bit hard to control. Would've been nice to just spew out more mass per second in exchange for the same speed I had at the start.
Definitely enjoyed the game, save for the annoyances. Nice work.