STRATOS-RZ1 by matevt
My very first Unity project (Other than following tutorials).
I am still not too comfortable with Unity and some of the tasks took way longer than expected.
------------------------------------ STRATOS - RZ1 ---------------------------------
--------------------- NOW WITH SOUND EFFECTS!!!---------------------
Balance between POWER or POINTS and conquer the mighty corridor of "space"!
------------The Baller-UPs------------
"RED" baller-ups will damage your ship! Stay clear of those!
"GREEN" baller-ups will supply you with additional POWER. POWER supply and usage are based on your current speed. Take enough of those to prolong your "space" travels!
"BLUE" baller-ups will grant you one POINT. Collect as many as you can (if you can), these POINTS are your final score!
------------Controls------------
"A" or "Left Arrow" to move left
"D" or "Right Arrow" to move right
"Esc" to bring up the menu screen
Ratings
| Overall | 321th | 3.333⭐ | 20🧑⚖️ |
| Fun | 217th | 3.389⭐ | 20🧑⚖️ |
| Innovation | 613th | 2.294⭐ | 19🧑⚖️ |
| Theme | 398th | 3.389⭐ | 20🧑⚖️ |
| Graphics | 324th | 3.278⭐ | 20🧑⚖️ |
| Audio | 435th | 2.389⭐ | 20🧑⚖️ |
| Mood | 479th | 2.588⭐ | 19🧑⚖️ |
| Given | 23🗳️ | 0🗨️ |
That was good for your first unity game, i'd be proud of it. I think i'd of preferred the scoring be based on how long you could survive or some similar mechanic. Having to choose between getting more fuel and getting points constantly made me feel like the scoring system needed some work. Definitely adds in some risk/reward factor though for score being based on blue balls.
@oxrock
I kinda disagree I think the mechanics are fine; the POWER needed a rework though.
It was decreasing faster as it sped up too closely to the speed (I'd not be surprised if it's linear) it you don't have the risk/reward factor anymore since you are forced to take greens and only once in a long time you can really consider takinga blue.
I'd nerf it a little and maybe set it constant because you have to remember that when you get faster it's also easier to miss the balls / drive badly. Kinda make the difficulty curve really crazy!
BTW - I had some really sad moment

Things I liked:
The Gameplay- I really loved how the mechanics balanced with each other. You want a decent amount of power so you don't die, but not too much so you go too fast and hit a bunch of reds. You also need to decide when to pick up the points versus the power pickups. It got really tense for me when I was getting 500+ power!
The Sound Effects- The sound effects were pretty good. Having the sounds sound good for the points and the power and sound bad for the damage health made the game feel receptive.
Things I didn't like:
Lack Of Art- The spaceship model looks good, but I would have like to see something more interesting than a sphere for the pickups (rotating cube, 3D Icons for Power, Points, and Health)
Lack Of Music- I liked the sound fx, but not having music was a negative for me. It already felt tense when I was getting faster, and having a little bit of upbeat fast paced music would have completed the mood. Granted, I'm not great at making music myself, but I would have liked to see something.
You said this was your first Unity project, which is very impressive, especially for a game jam! Best of luck in the future!
I didn't figure out that the red hurt you until level 3 haha, but then I was rolling and going pretty fast. Only ended up with 3 points because I was favoring green but felt like I got far.
@kalibrated The ship was made entirely with Unity's 3D objects :D. Asset Forge looks interesting! Will try it in the future. Thanks!