Global Warning: The Smogocalypse by Ale

Global Warning: The Smogocalypse
The Earth has been devastated by years of pollution. It's up to the autonomous smog cleansing robot "SmogBot" to destroy all of the factories that are killing the planet to try and keep it alive.
Instructions:
The goal of the game is to destroy all of the factories on earth. There are 4 factories in total.
Flight controls:
W' to Accelerate
Mouse to steer
Spacebar enter factory
Mouse scroll wheel to zoom
Ground controls:
'WASD' to walk and mouse to aim
'Space' to jump
'Left click' to shoot laser
'Enter'/'Return' to return to your ship
Grab ledge by jumping towards it. Vault up by pressing 'Space' while hanging on to a ledge
Destroy all the computer screens to damage the factory. Once a factory has its health depleted, it will also be destroyed on the planet (visible from ship)
Errata and Notes
The laser sound effect is extremely annoying
The "Wig Factory" is very broken. It can still be destroyed, but I don't recommend it. The player moves extremely slowly and there's a giant black thing blocking the screen.
There is no victory screen, but you can track your progress because destroyed factories look different on the world map
On-foot controls are awkward and not as polished as I'd have liked
If you jump or fall while shooting, the lasers will continue to fire. That can be used as an exploit to avoid platform in certain areas
The ship camera and zoom have no constraints, so it can get really wonky at the poles and when you zoom in too much. Doesn't break anything, but it's ugly
The coin counter in your ship is reset whenever you enter a factory, and the coins in the factories aren't tracked.
In-Flight

In a factory

Hanging on a ledge

Shooting some boxes

Collecting some LD coins!

Ratings
| Overall | 2333th | 2.859⭐ | 48🧑⚖️ |
| Fun | 2386th | 2.534⭐ | 46🧑⚖️ |
| Innovation | 1805th | 2.978⭐ | 47🧑⚖️ |
| Theme | 2396th | 2.722⭐ | 47🧑⚖️ |
| Graphics | 1926th | 3.011⭐ | 49🧑⚖️ |
| Audio | 1500th | 2.523⭐ | 46🧑⚖️ |
| Humor | 1724th | 2.375⭐ | 42🧑⚖️ |
| Mood | 1878th | 2.978⭐ | 47🧑⚖️ |
| Given | 41🗳️ | 64🗨️ |
I went into a factory, unfortunately I was only able to interact with a few pictures on the wall (I don't know if my goal was to destroy them all, but with my aim locked forward I couldn't shoot pictures on the upper floors). ^^ '

1 - Mecânicas, Aprendizado e Fluxo:
Fiquei bastante tonto e curioso enquanto navegava pelo céu do pequeno mundo.
Tentei pegar todas as moedas voadoras (foi levemente difícil). Infelizmente não tem um contador para saber o número máximo (teria sido bacana).
O controle da nave/avião foi um pouco difícil/impreciso, mas acabei me acostumando.
Seria bom ter alguma orientação no sentido GPS para saber se está mesmo onde pensa que está (num mundo redondo há alguma desorientação).
No que diz respeito ao personagem andando, a câmera dele também atrapalha um pouco e está lento (se tivesse forma de acelerar seria bom).
Mirar o tiro também facilitaria, ao exemplo de segurar um botão (parando de andar) e continuar mirando só o tiro (se a missão for mesmo quebrar os quadros nas paredes das fábricas).
Ao sair da fábrica eu notei que todas as moedas e o contador haviam zerado (oh, no).
Sobre o fluxo de jogo: achei interessante poder navegar livremente no começo, mas senti falta de desafio e de apresentação de objetivo.
2 - Gráficos, Áudio, Narrativa e Polimento:
Achei o mundo (terreno) muito bem elaborado e interessante.
O personagem principal teve um modelo muito interessante e a forma como a luz reflete nele também valorizou bastante.
Para tempo de game jam o áudio fez o trabalho dele, mas muitos polimentos poderiam ser feitos (combinando áudio e uma trilha que poderia levar a sentimentos diferentes, aventura-ação etc).
Dentro do jogo eu senti falta de narrativa, apesar da apresentação externa (em tempo após Ludum Dare poderia investir nisso (se o plano for dar continuidade ao projeto)).
3 - Cultura:
Creio que o jogo tenha por objetivo chamar atenção sobre o aquecimento global (por conta do nome) e de formas ativas de confrontar os grandes vilões (fábricas sem responsabilidade ambiental e outras fontes).
Se o jogo for polido e muito bem trabalhado em cima das verdades por trás de tudo isso, creio que possa funcionar como ferramenta de conscientização (além de forma de entretenimento).
4 - Monetização:
Por ser um jogo que foca esse tema, talvez o ideal seja entregar gratuitamente ou render dinheiro através de fundos que investem em projetos desse tipo.
Mas, com o desafio e a jogabilidade ajustados, creio que o jogo poderia vender para Steam.
1 - Mechanics, Learning and Flow:
I was quite dizzy and curious while sailing through the sky of the small world.
I tried to get all the flying coins (it was slightly difficult). Unfortunately there is no accountant to know the maximum number (it would have been nice).
The control of the ship / plane was a little difficult / inaccurate, but I got used to it.
It would be good to have some guidance in the GPS direction to know if you are really where you think you are (in a round world there is some disorientation).
Regarding the character walking, his camera also gets in the way a little bit and is slow (if there was a way to accelerate it would be good).
Aiming the shot would also make it easier, such as holding a button (stopping walking) and continuing to aim only at the shot (if the mission is to break the pictures on the factory walls).
Upon leaving the factory I noticed that all coins and the counter had zeroed (oh, no).
About the game flow: I found it interesting to be able to navigate freely at first, but I lacked a challenge and a lack of objective presentation.
2 - Graphics, Audio, Narrative and Polishment:
I found the world (terrain) very well elaborated and interesting.
The main character had a very interesting model and the way the light reflects on it also gave a lot of value.
For game jam time the audio did his job, but a lot of polishing could be done (combining audio and a track that could lead to different feelings, adventure-action etc).
Within the game I missed the narrative, despite the external presentation (in time after Ludum Dare could invest in it (if the plan is to continue the project)).
3 - Culture:
I believe that the game aims to draw attention to global warming (because of the name) and active ways to confront the great villains (factories without environmental responsibility and other sources).
If the game is polished and very well worked on the truths behind it all, I believe it can work as an awareness tool (in addition to a form of entertainment).
4 - Monetization:
As it is a game that focuses on this theme, perhaps the ideal is to give away for free or to raise money through funds that invest in projects of this type.
But, with the challenge and gameplay adjusted, I think the game could sell to Steam.
I liked this idea of a small world, and allowing to fly around and land on factories was a nice idea!
I also liked the sound, it makes the environment feel like old gen games, which I enjoy!
What I didn't liked so much was the movement, I prefer using A and D for walking sideway when on ground and the movement of the spacecraft was a bit strange too, maybe using the arrows to pitch and roll would feel better.
I felt the factories a bit empty there could be some autonomous robots that fight against the main character, but I imagine it wouldn't be possible for the jam time.
It is a great concept, probably it will become a very nice game after some polishing, congrats!!! :thumbsup_tone1:
If you aimed just for the ship part flying around the planet collecting carbon from the factories or the third person game of a bot left on a factory to collect the wastes of the previous civilization you could mostly ended with something even better than the quality you've already achieved!
The Tires factory is huge and too dark to understand the whole scenario silhouette! The donnut Factory is thousand times better because it''s well lit, and i could experience the robot doing some parkour on the bars!
If You polished audio and graphical art assets, you could use them to show more about your game's lore! there was no robot engine sounds, ambience sounds that could tell more about the place, like the sound of the factory itself, some reverberation, some pistons and industrial and metallic slams, pressure and hydraulics.
A reward for completing a factory would have a large impact. If the land around the factory became greener it would be very satisfying and drive the need to destroy all factories.