Unstable World by Rayo
The world has changed a lot for the last 2 years. We now live in a very Unstable World. Let’s see how long you can survive when the laws of nature are against you.
Video:
Screenshots:

Features:
- Third-Person-Shooter gameplay
- 1 changing level to explore (multiple waves)
- Unstable water/desert environment that changes during time
- Music and Sounds
Controls:
- Movement
- Use (WASD) to move.
- Press (Shift) to run.
- Press (Space) to jump.
- Press (Q) to roll.
- Press (C) to crouch.
- Fight
- Press (Left Mouse Button) to attack.
- Press (Right Mouse Button) to defense or aim with a weapon.
- Press (R) to reload weapon.
- Press (G) to throw grenades.
- Press (Z) while aiming to zoom.
- Press (U) to drink equipped potion or use the inventory.
- Press (Tab) to lock-on to the closest enemy.
- Use (arrow keys) to swap between equipped items or use the inventory.
- Other
- Press (Escape) to open the menu, this also pauses the game.
- Press (I) to open the inventory, this also pauses the game.
- Press (E) to interact with objects.
- Press (M) to show the map.
Controls can be seen anytime in the inventory during the game. You also can play this game with your gamepad.
Post Jam Changes:
We are going to fix some bugs and listen to the feedback in the comments. When we upload a new version of the game we also update the changelog here.
- Fixed Bug: Spawner sometimes doesn't spawn 6 gunners and players get stuck in that objective.
- Fixed Bug: Opening two menus (pause-, inventory- or vendor menu) will result in weird controls.
Fixed Bug: Enemies can kill you while you are in the inventory- or vendor menu.
Balanced the game: Enemies drop loot, more chests appear, adapted enemy health and behaviour.
- Added arrow to minimap that points to the nearest objective.
- Made area to play smaller and surrounded by rising walls of water.
- Added controls overview to inventory menu.
Credits:
- Dietmar Puschmann [aka "Rayo"] (Main Programmer), Website, Twitter, Youtube
- Matthias Young [aka "Ferocious Industries"] (3D Artist), Website, YouTube
- Steve Messier [aka "IntoDarkness"] (Character Artist), Twitch
A list of the full credits and assets we used can be found in the game.
| Link | https://rayo.itch.io/unstable-world |
| Link | https://www.mediafire.com/file/ge5ze5rn51gdluh/UnstableWorldv110.zip/file |
| Original URL | https://ldjam.com/events/ludum-dare/49/unstable-world-2 |
Ratings
| Overall | 1315th | 3.027⭐ | 39🧑⚖️ |
| Fun | 1298th | 2.851⭐ | 39🧑⚖️ |
| Innovation | 1332th | 2.676⭐ | 39🧑⚖️ |
| Theme | 1235th | 2.959⭐ | 39🧑⚖️ |
| Humor | 849th | 2.758⭐ | 35🧑⚖️ |
| Mood | 1210th | 2.926⭐ | 36🧑⚖️ |
| Given | 42🗳️ | 52🗨️ |

The 3D graphics, textures and animations are interesting.
The sound is good, but I believe it could have a greater variety of songs.
And the gameplay is interesting. As I said before, I think it's cool that your game follows a pattern of controls like a GTA. However, I believe that I couldn't enjoy the full experience of your game, as I ended up having problems with bugs, especially when buying items. The first time I was attacked while buying the items and also the purchase menu didn't close, so my character died without my being able to do anything. On the second and third attempts, my character didn't actually die (since she kept walking even though I was in the purchase menu), but again I couldn't close the menu in question, forcing me to close the game.
I feel that I could have enjoyed your game more if these bugs didn't occur, although the feeling I get is that you've done a good job and that your project has potential.
This game definitely seems more polished than other entries—due to the asset store, of course. I always had the impression that using 3rd party graphics and sound were okay, less so an entire framework. Oh well
I was guessing that the water would rise, but instead it fell and completely disappeared! So, I ventured out into the unknown desert, secretly hoping to find the end of the world and jump off, but there was an invisible wall after a while :(
I didn't get past the gunner objective. Alas, I would rather not kill any innocent men, women, and gunners that fall out of the sky
I got stuck at the 6 gunners level, couldn't find any gunners just a bunch of men and women wanting to punch me up.
I want to rate your graphics but seems like you opted out for some reason??
I love the art and graphics, very well made for an indie Unity game and it's hard to believe it was done in such a limited amount of time. There are some game breaking bugs in regards to UI, mainly the pause screen gets stuck then I can't buy and buy menu gets stuck, then I can't use inventory either. So it's essentially a snowball effect until I can't play anymore.
The gameplay is fun, I like running around and gathering things, shooting at people. The challenge curve is nice where the gunners are fairly strong opponents. The quests are straight forward although I would like some sort of reason to my madness such as why I am on an island, why it is ever changing, is it another dimension, etc.. That would add more depth to the gameplay for sure.
Thanks and congrats on the game!
Games like this I really find it hard to critique because it's clear to me that you probably used asset store stuff for a lot of content, but I can't tell which content you used it for, and it becomes very difficult to give feedback that's useful for you, and reasonable from me.
The guns and characters and animations all seem to be 3rd party assets, so I can't really comment on that, which raises the question of whether the movement system, weapon system, shop system and even dialogue system was created by your team. At that point I don't know what is what and where I should give credit. If you wrote the movement, combat and shop systems then they are fairly impressive, but if they are 3rd party they are not great and add nothing to the experience.
A key problem with this submission is there is no vision, or idea behind the game. Every feature feels like an incredibly cheap knock-off of a AAA game, and doesn't do a convincing job on any front for being AAA.
A large issue here is scoping your project, a AAA game has all these features but has hundreds of testers and designers and developers and takes years to test and ensure those systems all inter-relate in an interesting way, and a key element of AAA games is that while they have all the features your game has, and those features have been seen before, they polish them to an insane degree, which helps those games remain palatable despite being fairly generic.
Which brings me back around to your game, you have all these features but none of them are polished, all of them are things I've seen before and none of the game's design works together or delivers a new concept. I've played third person shooters that were better than this, I've played survival games that were better than this, nothing in this is novel or unique. The game completely fails to be interesting on any front and that's honestly my biggest gripe. Not only are all of the features poorly implemented, but none of them are interesting.
I think priorities need to be straightened out and next time you contribute to a jam you should scope a project that matches your skills, and creates an interesting piece of art for other people to consume, the quality is not as important as novelty and soul.
I'm sorry to be so scathing but I have to be honest here. I believe you and your team can make something better and more interesting, and I'd love to see it next time.
It is obvious that all 3 of you have skills of your own (based on websites) and I would much rather see what you could do from scratch on your own (even if less impressive on the surface).
BUT... don't let this stop you. This game only proves that with a little bit of time you could do great things. You just have to refine your vision to accomplish those great things.
Nevertheless, that's an impressive amount of content for a jam game, even if most of the actual assets are pre-made. I would've liked to see the quests that lie beyond "kill 6 gunners", but I'm afraid the struggle with the UI bugs was too much for me.
@juutis Thanks for your feedback! All the bugs you mentioned are fixed in the new version, also there was a bug that the spawner sometimes doesn't spawn
6 gunners and you can never finish that objective. This bug is fixed now, too.