One Slicing Minute by Edalbung

/!\ The exe version has better performance than the web version, so if you have performance issues on the web version, you should download the exe version in order to play the game! /!\
You have one minute to slice every enemy who are attacking the blue heart, otherwise you will be stuck in a loop! So you will have to improve your character and yourself!
Unfortunately, I couldn't finish the ending of the game, so for the moment, it is only an endless game, but you can see the main gameplay loop.
- Controls:
- Mouse/Keyboard: WASD or ZQSD for moving, Mouse position for controlling the camera, Right click for aiming, mouse wheel for choosing your angle slice, and Left click for slicing.
Gamepad (Xbox One scheme): Left stick for moving, Right stick for controlling the camera, Left Trigger for aiming, Left & Right Shoulder buttons for choosing your angle slice, and Right Trigger for slicing.
Credits:
For the slicing part, I used "Ezy-slice" from DavidArayan => https://github.com/DavidArayan/ezy-slice)
- I got inspired by the video of "Mix and Jam" on Metal Gear Rising => https://www.youtube.com/watch?v=YGDzRVwmTgM
- For the music is from "theartinme" of NewGrounds, the song is named "Tokyo Shuffle" => https://www.newgrounds.com/audio/listen/931329
- And for the only SFX that I could put (slicing sound), it is from the free brank sounds 2020 gdc of Soniss => https://sonniss.com/gameaudiogdc2020/
Visual outline on Unity, I used the tutorial of "AMEYE ALEXANDER" => https://alexanderameye.github.io/outlineshader.html
Changelog:
- 06/10/2020 => Quick fix of a blocking issue - Spawners won't work at all after the first loop finished, now it is fixed!
Twitter account: https://twitter.com/edalbung
| Youtube | https://edalbung.itch.io/one-slicing-minute |
| Youtube | https://edalbung.itch.io/one-slicing-minute |
| Original URL | https://ldjam.com/events/ludum-dare/47/one-slicing-minute |
Ratings
| Overall | 1374th | 3.05⭐ | 42🧑⚖️ |
| Fun | 1342th | 2.821⭐ | 44🧑⚖️ |
| Innovation | 1128th | 3.024⭐ | 44🧑⚖️ |
| Theme | 1497th | 2.714⭐ | 44🧑⚖️ |
| Graphics | 842th | 3.5⭐ | 44🧑⚖️ |
| Mood | 1250th | 2.939⭐ | 43🧑⚖️ |
| Given | 39🗳️ | 59🗨️ |
Slicing objects is fine and nice but it does not matter how the enemies are sliced. The horizontal slice was usually the best as it was less prone missing my targets. And having the enemies clumped up at the huge hemisphere I get more at once. Your core loop in this should involve using different slicing angles. Enemies that are only you can only slice with the right angle. When so using a non-motion-controlled controller (i.e. XBox) I would use fixed angle increments that match the enemies with the least amount of button clicks, or using the (right) analog stick.
But the clunky camera controls spoil the experience. It makes it very hard to play. I also seen little reason to change the blade angle. Horizontal just worked the best.
@sergei201613 => Why do you think that it is a little off theme? Otherwise I'm happy that you liked the graphics because I spent a lot of time on it.
@vodkhard => Did you test the exe version or web version? The exe version has better performance, so it should be more enjoyable.
@fachscahfttf => Duly noted, I think that I have to change the camera system, and tweak the controls.
@tverdo => I'm glad that you felt the slicing system really satisfying, but beacause it is something that I wanted to give a good feeling when using it. Duly noted for the issues that you had!
@adiwan => Duly noted for the difficulty to control the camera, I think that I have to change it, because it is too sensible for now. And, for the slicing angle, I agree with you, indeed, I thought about a feature which would have been a "weak" point system which will force the player to change the attack angle. But unfortunately I ran out of time.
@fabula-rasa => I'm happy that you liked the graphics and the concept. For the reason to change the blade angle, I agree with you, indeed, as I said to @adiwan I ran out of time for the weak point system.
@noxymu5 => Duly noted for the not really entertaining, and I agree with you, as I said to @adiwan I thought about a weak point system but sadly I ran out of time.
@eugenik => Glad that you found the gamepay fun! Good luck to you too!
@tom-a => I like zombies and swords, so I might be attempt to do it. :D
**Here is my feedback:**
**What do I like?**
- I liked the mechanics of the game.
- Nice SFX, and music.
- I liked the visuals. (The sky not included)
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**What don't I like?**
- The title screen is a bit messy.
- Didn't like the font.
- Controlling the camera. I feel it is a bit off.
- The player moves very slow.
- I think the player should be in the centre of the screen. [1]
- Didn't like the sky visually. Also, It is moving too fast.
- Enemy that is walking's animation is a bit snappy.
- 4 lines of enemies, that's a lot.
- I didn't enjoy the gameplay.
---
**Suggestions:**
- "Press any key on your keyboard..." I suggest to limit it to "Press Enter or Start to continue", or something like that.
- I suggest to animate the text on the suggestion above.
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**Sorry for the critical feedback.**
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**End Notes:**
[1]

I had severe performance issues in the browser, and the inverted mouse + mouselook speed being tied to frame rate unfortunately gave me a bit of motion sickness. I think looking at those fundamentals (mouselook in particular) and polishing up that code would go a really long way.
I like the toon art style, very stylised!
great job any way!!
Strengths :
- Strong visual identity
- Battle-tested core gameplay
Possible improvements :
- Orbital controls don't sit well with HTML5 games (but I guess that's what controllers are for).
Thanks for this, now I have to go and playthrough MGR again.
This was a really interesting entry. The music, sound effects, and graphics worked great. The gameplay got old fast, but slicing enemies up was endlessly fun! I didn't like that the player collides with the body parts though, because having to walk around them was annoying.
Still, nice job with this!