FoonLudum Dare ExplorerLD18 → Undertone Continuum

Undertone Continuum

By zigs

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CategoryRankScoreCount
Innovation123.83
Community133.93
Coolness250
Audio702.44
Graphics872.83
Theme1033.06
Overall1072.65
Fun1332.18
Humor1361.50

Comments

athanazio 2010-08-22 20:59

nive game ! just made me dizzy with the camera so close to the ground :P

zigs 2010-08-22 21:23

yeah, it feels close cause everything is so damn big.. I realized that thinks would have to be big so that you could see them from afar.. and then i later figured that uppering the speed would make it much more fun.. so now it looks like you're flying along the ground, zoom! dooh. :D

thelastbanana 2010-08-23 15:45

For some reason the mouse wasn't locking to the screen's centre, so I found it really difficult to aim around. I also found the controls a bit awkward. I think it was a neat idea, and it seemed to work pretty well, but it just got so complicated with all of those factors that I couldn't really play it.

McFunkypants 2010-08-23 15:57

Great job! The camera was indeed too low, and without reading the text file I never would have figured it out at all: counterintuitive. Also, the mouse cursor should go away as I kept aiming where the mouse icon was rather than where the reticle was. All it needs is polish, and a screen that explains how to shoot, etc. Overall, good job - I like the idea of the colour mixing.

hybridmind 2010-08-23 20:50

Interesting concept but it is too tough for me to really manage all the variables and controls as is to have much fun. I enjoyed the strange creatures that stream at you and eventually figured out how to make some other colors by shooting through other enemies.

zigs 2010-08-24 08:28

TheLastBanana and Breakdance McFunkypants: Yeah, I have no idea why i never removed the mouse. I kinda didnt care while developing it.. and then it kinda slipped my mind.. damnit.

as for the difficulity problems: Yes, i know :( Well, I was gonna make a tutorial level.. but ran out of time. yeey..

someone 2010-08-24 09:40

Interesting concept.
The mouse is not grabbed when running it in wine. (Happens with all unity games that grab the mouse).

zigs 2010-08-24 10:51

by the way; Thanks for all the kind words :)

excitemike 2010-08-26 13:37

I had huge performance problems with this one once the cute droplet guys showed up.

zigs 2010-08-27 08:10

hmm, yes. there IS something going on with the performance. it's probably something stupid that i haven't noticed :P
if you play the win/mac build it should run much faster than the web build though :)

mwest 2010-08-27 15:23

The colour mixing is a very interesting concept and I think it has potential! The game was also quite atmospheric in the sense that I felt like I was in some weird anime movie - great job on getting such a good looking entry done in the short time-frame!

Unfortunately, I have to agree that the game was quite counterintuitive and hard to pick up and play. It seems largely down to luck whether you can get the right colour droplet, near the right colour walker in such a direction that you can line it up for a shot - so that drains the fun quite a bit.

For me it would've felt better suited to the theme to maybe rather use a mechanic where you eat the droplets to mix up a colour - then fire that colour with a left click of the mouse (clearing you're palette again so you shoot white): gather up the right types of enemies then use them to kill one of the big hitters. That way you would HAVE to use your enemies to damage any enemies other than white ones (where currently you can kill around 30-50% without using enemies). This could also greatly simplify your control scheme from wasd + 4 keys to: wasd + lmb shoot + rmb zooms.

zigs 2010-08-28 03:22

Mwest: thanks for the kind words and the colour idea, i really like it. in fact, i think i'm gonna do that and make the firing through enemies an option for special times.
Counter intuitive seems to be my trademark; i should start Counter Intuitive Studios or something.. CIS.

doches 2010-08-29 02:36

The core idea here is just great, but the number of enemies, diversity of colors, and /scale/ of everything just makes it way too difficult.

zigs 2010-08-29 16:49

Doches: Thanks! Indeed what you say is true, but i'm glad you like the idea :)

pekuja 2010-08-30 17:38

That's a cool idea, but feels almost impossible to play. I saw the video and even you seem to take forever in taking any enemies down. It might work better if the enemies, and especially the droplets, were bigger, and the arena was smaller.

stqn 2010-09-04 03:31

Unity 3D behaves strangely under Wine: it only uses 40% cpu time or so and it's jerky as hell (but it would probably be jerky even at 100%). Coupled with the fact that the mouse pointer was leaving the window, it was totally unplayable for me. That's too bad, because it looks like a very polished game. The gameplay videos look very boring though... Hmm... After watching it again, I now understand what you're doing (trying to combine colours by making the small enemies jump in front of the big ones) and why you're almost not killing anything (because almost all enemies have mixed colours.)

Maybe reducing the size of the map and making more single-coloured enemies pop (at least for a start) would help making the game more "intense" :).

The first music was ok, but the second music in the gameplay video is unbearable for me :-}.

zigs 2010-09-04 04:47

stqn: Polished, hah! well, thanks, but no, really, it's anything but polished. and yes, the videos are boring (you wouldnt watch chess, would you? :P ), i kinda did the video thing when i realized that i was out of time to make a real tutorial.

all the music were computergenerated (again, time and crappy planning) with very few alterations , and indeed the first one was the only propper sounding one :)

I thank you for your suggestions (you too pekuja ;P ), and indeed starting softer would make the game more catching.

drpetter 2010-09-05 02:50

The mouse issue makes it very inconvenient to play (particularly windowed), and I can't really grasp what I'm doing. Movement is very fast and the targets are very small. I keep running into enemies while trying aim at them. This would need a lot of adjustment to be fun, but the basic idea might be worth doing something with.