Final Circle by Rscar
***PLEASE READ INFOGRAPHIC (screenshot 2) BEFORE PLAYING***
(would have loved to have put this info in the actual game, but you know, time...)
WebGL is available, but I recommend running the specific windows/osx executables on "Good" settings for optimal performance. WebGL is so far from ideal performance. If I wasn't a Unity scrub I probably could have done optimization/system preferences better. "Faster" is definitely broken, because I am a Unity scrub.
Tools:
Unity 5
Photoshop
Notes:
3rd Ludum Dare, had a great time as always! This was my first time using Unity, which I am growing more fond of as I adapt to the component based design mentalities. This time, I picked a super ambitious project. I am not terribly pleased with the results, though I am very happy with my takeaways/learning.
Mechanics are not a game, scope is important, explaining gameplay to users through gameplay is vital, I believe players should be able to go start->finish without ever reading a line of text. Build the smallest complete game first, then build onto it. The elevator effect looks (damn) good, but it wasn't worth sacrificing hours of my first day. Deployment is important, hadn't researched building Unity games before, so the game is hurting in this department. But hey, I know how to do it now, just a little to late to run it through the optimization gates.
(would have loved to have put this info in the actual game, but you know, time...)
WebGL is available, but I recommend running the specific windows/osx executables on "Good" settings for optimal performance. WebGL is so far from ideal performance. If I wasn't a Unity scrub I probably could have done optimization/system preferences better. "Faster" is definitely broken, because I am a Unity scrub.
Tools:
Unity 5
Photoshop
Notes:
3rd Ludum Dare, had a great time as always! This was my first time using Unity, which I am growing more fond of as I adapt to the component based design mentalities. This time, I picked a super ambitious project. I am not terribly pleased with the results, though I am very happy with my takeaways/learning.
Mechanics are not a game, scope is important, explaining gameplay to users through gameplay is vital, I believe players should be able to go start->finish without ever reading a line of text. Build the smallest complete game first, then build onto it. The elevator effect looks (damn) good, but it wasn't worth sacrificing hours of my first day. Deployment is important, hadn't researched building Unity games before, so the game is hurting in this department. But hey, I know how to do it now, just a little to late to run it through the optimization gates.
Ratings
| Coolness | 32% | 1897 |
| Overall | 3.59 | 165 |
| Fun | 3.47 | 182 |
| Graphics | 3.29 | 361 |
| Humor | 2.56 | 531 |
| Innovation | 3.29 | 283 |
| Mood | 3.06 | 419 |
| Theme | 3.59 | 337 |
It was running a bit sluggish for me but it was okay.
I played like 10 floors and then I got a bug where I went into man-eater mode and after gaining control again my hands were stuck on my back and i could not attack anymore.
But still really really great game, also nice shadow effects! How did you do them?