FoonLudum Dare ExplorerLD23 → Invasion Of The Trivials

Invasion Of The Trivials

By someguy22

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CategoryRankScoreCount
Coolness373
Audio2113.03
Mood2263.06
Humor2682.58
Graphics2893.18
Overall3873.05
Fun4272.82
Theme5452.79
Innovation7042.33

Comments

mk_rules1 2012-04-23 12:04

Well I can say this game is fun I do like it I couldn't vote as I didn't enter myself I am new to unity and felt a likeing to what you have here you still have a few things here and there to do I wish to learn these things with you f you would like add me on skype; mk_rules1 or on steam mk_rules1 (Parapup)

jijaweb 2012-04-23 13:53

Like it, cool concept.

someguy22 2012-04-23 22:42

Thanks guys! I feel I did better this time around, though my first game had a more original feel to it.

@mk_rules1 You can message me on the Unity Forums if you need any help -- my profile name is SomeGuy22, my page is here:
http://forum.unity3d.com/members/48221-SomeGuy22

tacograveyard 2012-04-24 14:47

Might just be me, but the controls were very very delicate. Other than that pretty cool!

shigor 2012-04-24 17:58

Pretty simplistic FPS, but fun to play. You should probably move respawn points a bit farther, this way respawn usually got me right into the middle of the balls.

someguy22 2012-04-24 20:35

Thanks for the comments!

ratboy2713 2012-04-24 20:56

Pretty fun, though not very creative. Would have loved to be fighting something other than large spheres, and maybe having each city say something after you had freed it.

someguy22 2012-04-24 21:12

Yeah I was thinking about that last part, but that would get too complicated for the amount of time I had.

darien 2012-04-24 22:08

I like it, and it looks good; I would greatly appreciate an "invert Y-axis" option, though.

firstrowgames 2012-04-24 22:10

fun simple fps.
Good work!

zoomyzoom 2012-04-24 22:13

Brilliant, really cool for the amount of time!

someguy22 2012-04-24 22:32

Thanks!

@Darien thanks for letting me know! I didn't even think of that!

chtulhu 2012-04-25 00:25

Great job! I think the balls are too hard to avoid but you could implement a special power to push them away. You see what I mean?

lukerissacher 2012-04-25 00:47

Interesting - first FPS I've played in the entries, that was cool to see. I think the spheres swarm a little too fast, and the gun feels a little ineffective. But liked the platforming aspect, and movement felt good.

someguy22 2012-04-25 22:23

Thanks, nice ideas! The idea stage is probably the hardest one! :P

whitebird 2012-04-26 21:13

Quite simplistic, but the key elements were there.

dick_claus 2012-04-26 21:29

Fun game. But I found one cheat. If you stand behind the boss. You can hit it, without agrroing 4 spheres. Probably should be random mob placing. And it's would be fun to have nicer textures.

someguy22 2012-04-26 22:15

Thanks for playing! Yeah I realized that bug after the final build but don't tell anyone! ;)

derosa 2012-04-26 23:38

I liked the game and those small cities :D But those balls move really fast! Also I found a little annoying that I could not see where my shots where going before hitting a ball.

someguy22 2012-04-27 20:36

It's instant--you don't see your shots at all, it just instantly fires a ray cast to the point you're aiming at.

blackdogg 2012-04-27 20:49

I love the concept, being the bug guy defending the small towns. Would be amazing to see this in a real setting, like a small country for example. I missed to see the bullets flying in front of me, at first it's hard to tell if it's a hit or a miss. Good entry with a unique style !

scoopsy 2012-04-28 19:35

It's an interesting game. I had the most fun when luring the spheres off ledges to their doom rather than the shooting aspect of it. Perhaps a mechanic to explore in future LD?

Regardless, good job!

frankthetank 2012-04-28 19:38

Wow I really like that game! The controls are really smooth (after adjusting the mouse sensitivity, thanks for that!) and the graphics are simple, but they fit! The respawn position in the boss battle was too close, maybe the boss should regenerate health to make it a bit harder.

ahm99 2012-04-28 19:40

That was pretty fun. I enjoyed playing it. Good job.

someguy22 2012-04-28 19:46

Thanks for the comments! Yeah I purposely left in dodging the spheres because its fun!

I'm hoping @dogbomb plays this in his review!

gregdevice 2012-04-30 16:08

Interesting game, I died and respawned at every battle. Maybe the shots are not registering accurately?? Nice job though.

pabloam 2012-05-02 15:39

Good idea, and good grahics.

someguy22 2012-05-03 22:45

Thanks, but I don't know why the shots are not registering for you? There's a set range so if you try to snipe enemies out of range it doesn't hit. You have to be close to shoot things.

terrified-virus 2012-05-03 23:03

The graphics look epic!

oddgoo 2012-05-04 13:51

I loved the sounds!

ilo 2012-05-05 04:28

The enemies definitely had that low budget B-movie feel, but that's not necessarily a bad thing. If they felt a bit more sentient, who knows, maybe they could be quite creepy?

Most LD games don't provide the player with options, so it's nice that you thought of that. There were some nice touches like the footsteps, and I liked the platforming element. Good job!

someguy22 2012-05-05 14:40

Thanks a lot guys! I've had some experience making the graphics look as best as possible with Unity Free, and I've learned from playing Limbo that ambient sounds make all the difference.

@ilo - you're right, if I had improved the sounds and maybe added some more effects, the sphere's "low-budget" look could've tricked the player, and thus made them extra creepy. Something I'll remember for next LD!

hume 2012-05-07 23:00

Invert Y is a funny thing, but there are some old-school types who started playing FPS games with it turned on, and we can't handle it the other way. I'm exaggerating a little...I can handle it, but it's really not natural flow and it really hurts my reaction time.

Here's another thing about Unity -- the default mouse sensitivity for almost every Unity game (for me and a lot of other people) is like 5 times too high. For this game, having it around 2 or 3 made the game feel approximately like a mainstream FPS. I think the default is 10. If you're going to stick with Unity, you should keep that in mind.

This is not something I usually comment on, but the fonts in this were awesome. They actually added to the game.

The environment was pretty good. I immediately liked the tiny cities. But hitting the spheres without invert-Y was a problem (now you know). The shots looked cool, but I wasn't shooting them correctly. I don't blame you for that.

In the end I died a lot and that was about it. But congrats on a great looking game.

someguy22 2012-05-07 23:05

Thanks for playing! Sorry the sensitivity didn't work out... My mouse is apparently very low sensitivity and I'm used to playing games with it all the way up (pro gamer style).

Invert Y is definitely something I'll add to my base code, and expect it to be in next LD's game!

The fonts were from www.dafont.com in case you wanted to see some other cool ones! (And you can check the source files for the ones I used)

jedi 2012-05-07 23:27

A complete FPS for Ludum Dare is no small feat! However, an FPS requires a certain level of polish to really be fun and I don't think this entry quite has it. Please don't take that too hard; I still think this is an amazing accomplishment!

The controls felt a little clunky. I can't quite put my finger on why though. The physics of the gun were annoying for me; it doesn't shoot very far but the shots reach their target instantly, so you can't tell at what distance it will start working, and end up just firing constantly as you run closer and closer to your targets. At the distance it does start working, all the spheres tend to gang up on you and start pushing you around and the whole thing just doesn't feel too rewarding, interactive or fun as it is.

You might want to check that the sphere movement is framerate independent; I'd be surprised if they are supposed to attack me as fast as they do (if two are attacking, I can backpedal but I will NEVER shoot them both before I'm hit, and I'm no stranger to FPS's).

The graphics are pretty good but representing whatever you are rescuing as a little pile of boxes is way too abstract. They come off looking like they're people but they're already dead or worse. If those are supposed to be cities than you should give them more detail and maybe adjust the camera FOV so that the player feels larger; I don't get any sense of scale from playing it.

The music is quite good but the sounds are really annoying.

Like I said, though, an FPS takes a LOT of work, good job!

someguy22 2012-05-08 00:41

Thanks for that criticism, you said some problems I didn't even realize until now!

The spheres use FixedUpdate in Unity's Javascript, and I think that's not framerate independent (though I haven't really checked so that may be wrong).
I didn't any time at all to work on any models other than the spaceship and gun, so I just relied on lightmapping to make them look good.
The controls being clunky is something I have to disagree on. I work a lot on making the controls as smooth as possible and I do a lot of adjusting movement speeds, jump height and speed, and if there's any "clunkyness" I don't exactly know what its supposed to be other than what I had. Maybe the character was just too slow?

Anyways thanks for giving some honest critiques, I applaud you for that!

crippledgames 2012-05-10 13:17

nice, i think this is the first fps I played in this competition so far.

azurenimbus 2012-05-10 18:40

Nice. Would only suggest making the controls a bit less responsive.

someguy22 2012-05-10 21:52

Thanks!

@azurenimbus never heard of "too responsive" before! :P Do you mean he accelerates too fast?

binary_girl 2012-05-12 17:22

really good.. especially for 48 hours :) love the enemy sound

someguy22 2012-05-13 23:44

Thanks! Me too :3