Super Soaked by Aumni
Super Soaked! Challenge your friends or the AIs in a fast paced 2D shooter where you try to defeat your opponents and stay alive!
Theme chosen: 2 Button Controls
Controls (Preferable with joystick):
Aim: Mouse + Shoot: Spacebar
or
Aim: Joystick + Shoot: A
Can be played against AI or local multiplayer.
Inspiration
We were looking for building a simple fast pace game in 2D using Unity. It turned out to be a pretty fun game which we are proud of!
We build the game over the weekend only since we all have our jobs on Monday. This time we have a huge team (see bellow),
Challenges
Having a big team got us a bit ambitious, we were aiming for a full multiplayer game with networking and AIs. We had a programmer that spent all his time trying the unity networking system and have it working. At first, it was pretty fast to have a sample of the game running in network. As the game design was evolving, the default NetworkManager system was not working anymore and we had to change it; we wanted to support multiple local player while doing an online multiplayer game. All our game got broken by the networking system and it slowed down the development of all the team. We spent many ours in a broken state. Eventually we reverted the networking and have the programmer work alone in its branch and only submit when it's all ready. But Sunday night (when we ended our jam), he had it working, but we hadn't time to integrate new UI, flow and test it accordingly. Sadly we dropped the feature.
We had a big team, some of them part time, some of them full time. It allowed us to have full night sleep and ship a game :)
Programmers:
Pierre-Luc Loyer
Frank Brizuela
Julien Deschamps
Marc-Andre Loyer
Gaetan Barrel
Art
Charles-E Gouin
FX
Laurent Gignac
Sound
Mark Latimer
Game Design
Anais Renevey & Steve
Theme chosen: 2 Button Controls
Controls (Preferable with joystick):
Aim: Mouse + Shoot: Spacebar
or
Aim: Joystick + Shoot: A
Can be played against AI or local multiplayer.
Inspiration
We were looking for building a simple fast pace game in 2D using Unity. It turned out to be a pretty fun game which we are proud of!
We build the game over the weekend only since we all have our jobs on Monday. This time we have a huge team (see bellow),
Challenges
Having a big team got us a bit ambitious, we were aiming for a full multiplayer game with networking and AIs. We had a programmer that spent all his time trying the unity networking system and have it working. At first, it was pretty fast to have a sample of the game running in network. As the game design was evolving, the default NetworkManager system was not working anymore and we had to change it; we wanted to support multiple local player while doing an online multiplayer game. All our game got broken by the networking system and it slowed down the development of all the team. We spent many ours in a broken state. Eventually we reverted the networking and have the programmer work alone in its branch and only submit when it's all ready. But Sunday night (when we ended our jam), he had it working, but we hadn't time to integrate new UI, flow and test it accordingly. Sadly we dropped the feature.
We had a big team, some of them part time, some of them full time. It allowed us to have full night sleep and ship a game :)
Programmers:
Pierre-Luc Loyer
Frank Brizuela
Julien Deschamps
Marc-Andre Loyer
Gaetan Barrel
Art
Charles-E Gouin
FX
Laurent Gignac
Sound
Mark Latimer
Game Design
Anais Renevey & Steve
| Windows | https://db.tt/DwfKFMUn |
| Video | https://youtu.be/j03YoBw5a-k |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=42308 |
Ratings
| Coolness | 46% | 1507 |
| Overall(Jam) | 3.43 | 398 |
| Audio(Jam) | 3.48 | 256 |
| Fun(Jam) | 3.61 | 183 |
| Graphics(Jam) | 3.25 | 619 |
| Humor(Jam) | 3.11 | 278 |
| Innovation(Jam) | 3.43 | 301 |
| Mood(Jam) | 3.14 | 577 |
| Theme(Jam) | 3.04 | 920 |
Loved the music!
I played this single player, which maybe meant a lost of bit of the potential fun. Still, it's a clever concept, I like it.
Maybe a change I would've made is to make the 'bullets' more readable? Perhaps if each player shot their own colour bullet it might work better, because in the watery environments they didn't stand out much. It still worked, just not as well.