pebkac 2013-12-16 00:43
I can't seem to run it on windows. I've unzpped the package, but Unity throws an error. "Unable to load mono library from "C:/Users/pim/Downloads/_LD28/mrAmazing_Carnage_win_x86/Carnage_Data/Mono/mono.dll" (error = 126)."
Foon → Ludum Dare Explorer → LD28 → Carnage
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 53 | ||
| Audio | 638 | 2.18 | ||
| Graphics | 769 | 2.37 | ||
| Humor | 774 | 1.38 | ||
| Mood | 913 | 1.81 | ||
| Theme | 968 | 1.81 | ||
| Innovation | 981 | 1.77 | ||
| Fun | 985 | 1.78 | ||
| Overall | 996 | 1.96 |
I can't seem to run it on windows. I've unzpped the package, but Unity throws an error. "Unable to load mono library from "C:/Users/pim/Downloads/_LD28/mrAmazing_Carnage_win_x86/Carnage_Data/Mono/mono.dll" (error = 126)."
Couldn't run.
I got the error: "Unable to load mono library from "C:/Users/owner/Desktop/Ludum Dare/Carnage/Carnage_Data/Mono/mono.dll" (error = 126)."
May want to fix that?
Uploaded fixed Windows version, should work now.
There was not a lot of real feedback, for getting hit, for shooting things, when I died I didn't really know why. I could barely tell when I was hitting things.
Yeah... could of improved feedback, I tried to make the enemy projectiles go slower but they just stopped after a tiny distance and fell to the ground and I didn't know why and after experimenting with it a little just decided that there was not enough time and moved on.
The enemies bleed when you shoot them, though it's not always clear because your weapon usually blocks your sight of that a little. I always liked the trial and error style of shooting and thought it added to the challenge a little.
I had really hard time killing the enemies. It felt like my bullets had no effect on the aliens.
Not bad, always amazed to see a 3D game made in 48 hours, well done!
I had no UI for ammo, health, or anything else. I had a weapon that would recoil and sometimes it seemed to hurt the enemies, but maybe I just ran out of ammo. I also couldn't tell the weapons apart very well.
The vertical mouse sensitivity was extremely high. I also couldn't tell if my shots were hurting the green guys (enemies?).
I wasn't really sure when the enemies were doing damage.
Very little feedback for actions and ambiguous GUI (is the blue text a shield?). I also couldn't replay the game after I died without F5'ing. The music had a groove to it.
The blue text is a shield.(It says what everything is in the description) and I couldn't manage to make the game replayable, so the only way is to f5 unfortunately.
I thought the graphics were really appropriate for the feel of the game. I couldn't see what was shooting me or see what I was shooting. The easiest way to restart the game in Unity would be to just reset the scene.
Couldn't see my own shots. Couldn't see enemy shots. Couldn't see why I was dying.
Pretty cool, thought the one time use of an extreme powerup was nice, since you had to decide when to use it. Got a little bit hectic since it seemed like the enemies could damage you from a little bit far away. Other than that, thought it was fun! Reminded my Doom.
Some visual or audio feedback when you get hit would have been nice. You can see the numbers go down but a screenshake, red flash or a sound would have made that more clear.
I felt like shooting with a toy gun :(.
I think you need more feedback so as to make the player feel more integrated with the game.
How did you implement the bullets? My game was also made with Unity and we implemented bullets as GameObjects with a PhysicalCollider and the graphics stuff (a Sprite with a texture in our case), would it be easy to add any kind of graphic element to your bullets?
48h game, nicely done despite of the mistakes :)
Fun, nice, simple gameplay but also good work with the mood I think..
Cool game, as Donutttt said, it's always nice to see a 3d game in the LD compo ! It's a nice FPS, the 3 guns features is interesting, the Carnegin bonus is cool too ;)
Great work :)