Apple Sauce RoboSmash by Kaboom242

[raw]
made by Kaboom242 for Ludum Dare 46 (JAM)

TitleScreen.png

In this short, intense first-person shooter, you play a distressed, buxom mother left to protect her child with nothing but a gold-plated uzi ~~(or two)~~. While it’s unclear to both her and the player why people want her child to die, the answer is starkly clear by the end of round 10. But by then it is too late... LDJam_04.png

Inspired by the tight and neat two minute rounds of Tony Hawk’s Pro Skater 3, ~~the player has two minutes to ward off each round of attacks, plus acquire quality baby food for her newborn before the next attack. A total of 10 rounds causes the game to come in at a pleasurable 20 minute rogue-like FPS.~~ LDJam_002.png

~~The game features RPG elements where the character can choose between upgrades after each round, allowing the player to pick between creating a tank of a character by continually boosting their max health, or increasing the damage the uzi does allowing the player to finish the rounds quicker.~~

Credits: * Garrett Priddy - Art, level design * Zack Rock - Programing * Scott Hathaway - Sounds, level design * Kimberly Fodera - Sounds, Music

Software: * Unity * Rewired * Final IK * Probuilder * Blender * PyxelEdit * Pallet: #fnt24 * Aseprite * Beepbox * BFXR * Garageband * Sound forge * ChordChord * Gimp * Github * Discord

-----DISCLAIMER---- One person on the team spent 1.5 hours after the jam making some bug fixes and minor improvements * Here is the list: * --Bug fixes-- * Moved Baby animation down * Fixed Baby end sequence * Fixed RollerBall enemy texture * Fixed some overlapping enemy spawns * Fixed bullet trail and bullet impact sounds not playing correctly * Fixed recoil bug making players camera flip upside down * Fixed Spiders spawning inside floor * Removed debug hotkey to make FlyBots fall to the floor * Removed some random Debug.Logs * Fixed emission on energy canister when giving to baby * Fixed Robot chatter radius being WAY too big * Fixed gun shoot point so bullets come out the right direction * Fixed Mouse lock in main menu

--Improvements-- * Added control info to Main Menu * Changed baby liquid color for better feedback * Changed the way enemies spawn and then activate so it isn't in your face * Added fadeout at game end * Tweaked numbers on recoil and bullet spread to make it feel a lot better * Made enemy chatter happen more frequently * Disabled PlayerInput on game end * Play ominous fanfare at game end

Ratings

Overall 1808th 3.238⭐ 23🧑‍⚖️
Fun 1908th 2.976⭐ 23🧑‍⚖️
Innovation 2442th 2.375⭐ 22🧑‍⚖️
Theme 2306th 2.905⭐ 23🧑‍⚖️
Graphics 1142th 3.69⭐ 23🧑‍⚖️
Humor 1520th 2.583⭐ 20🧑‍⚖️
Mood 1662th 3.125⭐ 22🧑‍⚖️
Given 15🗳️ 0🗨️

Feedback

HomoLudens
21. Apr 2020 · 02:47 UTC
Interesting idea! I wish you provided the standalone builds as it might run better
AsgardHeavy
21. Apr 2020 · 02:51 UTC
Probably the biggest piece of feedback I can offer is that the 'shooter' mechanics felt slippery in a way I didn't like. Without a crosshair, it was hard to tell what I was going to hit (if anything).

Visually, it was a little hard to tell which things were enemies -- I originally thought the balls were the Energy I thought I was supposed to collect and I thought the Energy I was supposed to collect was the enemies.

But the level design and other artwork reminded me of a misspent youth, so big thumbs up for that!
tinykidtoo
21. Apr 2020 · 03:08 UTC
I managed to get stuck after firing for quite a bit. It seems the pull down after the trigger is let go flipped my character. I liked the art though, but sadly I never found out what happened after the baby went into the tube.
Flamus
21. Apr 2020 · 10:22 UTC
wow, congrats on such a polished game! Very well done! enjoyed playing it!
zrrz
21. Apr 2020 · 23:46 UTC
@homoludens We got standalone builds now for people. Thanks for reminding us to add them and thanks for playing

@tinykidtoo We fixed the bug with the recoil flipping the player and the baby end state not triggering properly. Thanks for playing :)

@asgardheavy Turns out the recoil wasn't resetting properly and the shootpoint was offset in an awkward way. Both are fixed now. Thanks for the feedback
Steve Dragon
22. Apr 2020 · 10:40 UTC
I really enjoyed the feel of the game. The atmosphere and the graphics were interesting. The graphics were impressive as well. The guns felt fun to shoot, though I couldn't get the aiming system to work properly. I felt the aiming and feel of the bullets hitting the enemy were two things I could foresee being improved upon. That said, solid game, tough but rewarding.
ROBOWARRIOR1982
22. Apr 2020 · 13:33 UTC
Good retro FPS i like it. Ennemy remind me the movie Screamers ! Good job !
jrap
23. Apr 2020 · 03:37 UTC
Love this, your color choice is fantastic throughout and i love the enemy designs and big gross baby-
Appreciated the mouse sensitivity slider and aim down sights and the smaller things like that, they all come together to make something super polished and dare i say, DOPE
joemag
25. Apr 2020 · 20:21 UTC
Interesting looking game, I feel like I'm missing a lot of context though. There wasn't enough feedback on when you're getting hit and when you're hitting enemies which is clutch for an fps. Movement was solid. Wasn't sure what the point of the energy canisters was, at first I thought they were explosives. Otherwise looks like a lot of work and effort, great job.
yxmx_rsx
09. May 2020 · 03:08 UTC
Good graphics and nice sound. However the mouse sensitivity could be improved.
Kyle Bowman
12. May 2020 · 18:06 UTC
God that baby was creepy. Would be cool if we got some sort of end sequence, but I imagine you ran out of time for that.
qqcs
12. May 2020 · 18:11 UTC
The options menu is much appreciated.

Having the camera "reset" after you're done firing is disorienting. Gave me a bit of motion sickness. Especially if you've held the trigger down for a while. If you've only got the time for one gun I would recommend a shotgun. It's a little easier to convey a sense of impact with them.

It's got an overall great aesthetic!
Voidsay
12. May 2020 · 18:29 UTC
Managed to leave bounds. (I suspect you intended this because I found a canister on the tower)

Bots where a little too dumb. The collision with the stasis capsule somehow managed to propel me higher up
pcmaster
12. May 2020 · 18:31 UTC
Thumbs up for the baby :D I like the graphics actually and also the sounds. Shame you opted out. The shooting felt almost OK but there's work to be done. I wasn't quite sure what to do but I managed in the end, to give them to the baby :) I think guys you bit a bit too big a challenge here, next time focus on polishing fewer features? Still, awesome that you put this together, congratz and keep making games! :)
ClaytonRumley
12. May 2020 · 18:35 UTC
Very neat that you made an FPS for a jam!

I agree with others about the options menu...at first I was having a really hard time aiming until I realized I could adjust the mouse sensitivity.

It took me awhile to realize you put the energy canisters into the baby vat thing but I wasn't sure why I was doing it or if there was a time limit before I had to do it again.