FoonLudum Dare ExplorerLD42 → S.P.A.C.E. Module Collectors

S.P.A.C.E. Module Collectors

By adroitconceptions

View on ldjam.com

CategoryRankScoreCount
Overall6973.2840
Fun5003.3241
Innovation12112.3341
Theme11922.4340
Graphics10322.6941
Audio5722.9341

Comments

dom-harris 2018-08-13 18:19

Great job for the amount of time you had for it! I love the animation, the particle effects with bullets are excellent and I definitely had fun with it. Controls with an Xbox controller are a bit janky - RB to shoot is a little odd, and I experienced a little bit of drift but I assume that's just down to dead zones :slight_smile: the voiceover was a neat addition!

I will say that the menu needs a little love, though :grin:

tinynerd 2018-08-13 18:23

Great gameplay, but seriously? S.P.A.C.E? Can't you think of any real thing that has to do with the theme?

adroitconceptions 2018-08-13 18:31

@tinynerd I am sorry that you did not like the name of the game.

I got creative because I went through quite a range of ideas and didn't like them. They all boiled down two the following 2 ideas (both of which seem to account for the majority of the theme qualifications out there): * inventory tetris (I don't like this in games, why would I make a game about it) * shrinking play field (wasn't very inspiring and didn't work with some of the other ideas I wanted to work with)

pedro-m-marangon 2018-08-13 19:00

very cool game!!

michael-feldman 2018-08-13 19:11

Hey props on procedural generation! It reminds me of that old atari game Adventure but 3d. Finding keys and defeating enemies. Nice walk/run cycle and awesome job with the projectile/particle system. Very well put together with a solid win and lose condition. Nice job.

adroitconceptions 2018-08-13 19:13

@dom-harris , @michael-feldman thank you for the feedback!

p1nkmaria 2018-08-13 19:54

I like the game :D I think its the game that I played most until now. The only thing for me that can be improved is the camera, it was a little confusing sometimes. Great job @adroitconceptions!

adroitconceptions 2018-08-13 20:23

@p1nkmaria was it the lerping on the camera that made it lag slightly behind the player character? or was it something else related to the camera that was an issue?

djosef 2018-08-13 20:24

nice entry

squaredev 2018-08-13 20:24

Very nice game, although it doesn't really look like it fits the theme. I still had fun with it.

xplode 2018-08-13 20:28

I couldn't find where the theme was, but still really enjoyed it all, the enemies looked a bit rushed and so did the gun. Music is good. I really wished there were multiple levels, That would really work in this game.

xplode 2018-08-13 20:28

oh and voice acting was ok.

adroitconceptions 2018-08-13 20:43

@xplode there is multiple levels.. game is proc-gen. Theme is in the *S.P.A.C.E.* modules...

superpokeunicorn 2018-08-13 20:53

This is a pretty well put together game. I'm really impressed that you were able to make something fully 3D in just 72 hours. One detail I appreciated was how the character aims up when next to a wall so that the gun doesn't clip into the wall. That said, the gameplay is pretty basic and gets repetitive. Instead of repeating the same room layout over and over, it would have been nice to see rooms with different sizes and shapes, different enemies, and maybe some rooms without enemies. Despite the lack of variety, this is a solid entry and an impressive one for 72 hours. Good work!

adroitconceptions 2018-08-13 21:11

@superpokeunicorn thank you for the feedback * the prog gen code generates a different room layout every time.. but right now it can only handle 'squares'. I agree having some more shapes would be great. * the prog gen is setup to pick from a list of enemies, I just got creativity burn out and didn't make any others. * enemy placement is currently based on distance from the starting room, so the farther in, the more enemies. but that is good idea to have some empty rooms. * there is a random room decoration placed in each room.. I think I managed 10 different ones. Good feedback here that there needs to be more (clearly visually different) decorations to be added. * the gun aiming up is actually a side effect of character aiming at were the targeting reticle is at - the game figures out the point that would be hit if you shot from the camera and causes the player to aim at that same spot.

I am glad you like the game.

handle 2018-08-13 23:33

I win! It's great to have a true ending to an LD game.

Nice job. The procgen works really well (if a bit limited in variety). The difficulty is well-balanced, challenging but not frustrating. I would suggest having a deadzone for the joysticks; mine is a little loose and always moved the camera a little even when I wasn't touching it at all. The voice acting was very amusing as well :-P

jaydek 2018-08-14 00:03

Was a little confused about how the theme fit and has a little trouble with some of the writing going off-screen for me on the first scene, but great job for the time spent. I think the randomized decoration got a bit lost in the color pallet, but the import stuff stood out, which is more important I think.

bigbosserndog 2018-08-14 01:12

Nice simple shooter, can't see the theme. Sometimes the enemy placement can be cheap and nearly take me down as I turn the corner. Other than that works well.

nam-nguyen 2018-08-14 02:23

The back story is kinda related to the theme, otherwise its a shooter game. The mouse sensitivity was too high for me, or maybe thats how it should be? I would much appreciate a slider to tone mouse sensitivity, it took me a while to start getting use to the mouse speed in the game. Love the vignette effect for healing and indicating HP. I like the use of camera since I have always wanted to do it but never actually did. There is a lot of things could be done with the camera, for example to prevent clipping, rotate when there is obstacle behind it, etc. The GDC talk "50 Game Camera Mistakes" is a great pointer. Another small thing is that the color of enemies could be of different color than mine. On the bright side, the proc gen works great in a way that it generates quite reasonable layout of enemy, probably you had some constraints to it. Great control of character, nice map layout with proc gen, thoughtful HP effects. Good job!

adroitconceptions 2018-08-14 02:37

@nam-nguyen your correct on the mouse sensitivity slider... It was perfect for me in the editor, but in play mode it got supper sensitive. I was mostly testing with a controller, so I didn't really notice that until I was pushing the final builds.

Did you run into an issue with the camera? I have a no-clip script on it that should keep it from going through walls (it just gets closer to the character), but it doesn't do anything to the character itself.

by the color of enemies different then yours, do you mean the bullets? I agree that sounds like a great idea.

Regarding the enemy placement - yes there is actually nodes (in the code) were enemies can be spawned in each room... the different decorations/etc are laid out in a way to prevent anything from ever getting spawned in the same location. It is a bit limiting for variations of stuff, but it does garrentee things to work correctly 100% of the time. It did however limit my desire to create multiple open wall lay outs because I was placing the walls separately from placing the blue door, so I didn't have a good way of having that opening move safely.

p1nkmaria 2018-08-14 07:03

@adroitconceptions the problem I was talking is the mouse sensibility too! If you fix it I think it has so much potential, loved it!

mza 2018-08-14 10:48

-- Very good use of procedural generation -- Familiar controls

When first starting the game, I accidently closed it down (pressing the quit button) because the play button was highlighted. Done this twice. Played with keyboard, then gamepad. Keyboard controls are super. Gamepad crosshair movement sesnsitivity needs a bit of tweeking. Then again, you have far more control with K@M.

Gameplay was good. Solid entry

tigerj 2018-08-14 18:47

Here is the link to your segment! https://www.twitch.tv/videos/297300090?t=00h29m40s

adroitconceptions 2018-08-14 18:59

@tigerj thanks!

ratstail91 2018-08-15 02:34

A fun little game, I found that the enemies remind me of the eyeball things from Ocarina of Time.

guladam 2018-08-15 09:07

I enjoyed this game sooo much. The controls are smooth, shooting feels so good, the mood is really on point! :) I did a couple playthroughs it's great!

One weird thing is that you kind of stuck to the walls when you walk too close to them.

Wonderful job anyways, one of my favourites so far! ^_^

outstar 2018-08-15 19:43

So, I've just streamed your game - here's a bit of feedback that I hope will prove useful!

What I think went well:

- the retro shooter feel was absolutely there, - 3D graphics made it into a nice fps gameplay, - compass mechanic was very useful and needed, thanks for implementing that! - the use of theme was fresh (space module instead of space shrinking as in every single game here :D)

What I think could go better:

- I think the game could be a bit longer and more challenging, - I believe the movement was a bit too fast and "slide-y" for this sort of "retro" FPS feel, you could go full retro with this and the graphics wouldn't matter that much then - collisions on walls - in 3D games like this with a lot of walls appearing, it's a good habit to make wall collisions "push" player a bit to the sides. This makes the game more fluent and prevent player pawn from getting stuck or slowed down by walls on his way!

I hope this feedback was helpful and good luck in the jam :)

outstar 2018-08-15 19:43

So, I've just streamed your game - here's a bit of feedback that I hope will prove useful!

What I think went well:

- the retro shooter feel was absolutely there, - 3D graphics made it into a nice fps gameplay, - compass mechanic was very useful and needed, thanks for implementing that! - the use of theme was fresh (space module instead of space shrinking as in every single game here :D)

What I think could go better:

- I think the game could be a bit longer and more challenging, - I believe the movement was a bit too fast and "slide-y" for this sort of "retro" FPS feel, you could go full retro with this and the graphics wouldn't matter that much then - collisions on walls - in 3D games like this with a lot of walls appearing, it's a good habit to make wall collisions "push" player a bit to the sides. This makes the game more fluent and prevent player pawn from getting stuck or slowed down by walls on his way!

I hope this feedback was helpful and good luck in the jam :)

zombie-virals 2018-08-15 23:46

It was definitely a pleasure to get to test this game out during the weekend in it's various stages during breaks from my own game. With the mouse and keyboard controls, I felt nearly untouchable. Gamepad, I'm not even sure I want to try that, I'm no good at 3d games with the gamepad to be honest. Crosshairs made a big difference for me, as I had played this without them, so I felt like it helped my aim immensely.

nam-nguyen 2018-08-16 00:05

@adroitconceptions yes I meant the color of enemies, yes. And here is the picture of the camera clipping the wall. Its inside the wall looking straight to the cut of a walk way between two rooms.

14.png

adroitconceptions 2018-08-16 01:56

@nam-nguyen thanks for the screenshot... now I know what to test to see why the camera is doing that. I do have some ideas from that for what might be happening and will look into it for a post jam version.

nam-nguyen 2018-08-16 02:37

@adroitconceptions you can still fix a bug that is not intended to be there according to LD rule, go for it, but quite some people will miss that fix

avavt 2018-08-16 18:13

Hey there, I'm the guy who asked for local multiplayer tester :)

What I like: - Procedural generated level, which is pretty impressive imo. - The compass at the top as the only navigation aid is also very cool. I like it. - Voice over. It adds a lot of seriousness to the game.

What I didn't like that much: - Only 1 type of enemy (or was it just my luck?). You could use more variety here even if just a slight difference. - The general difficulty is a bit too easy now.

adroitconceptions 2018-08-18 19:46

@avavt thank you for the feedback and sorry for the late response... for some reason the notifications didn't tell me I got new feedback.

the only 1 type of enemy was mental fatigue on my part, the generation code was setup to be able to spawn various enemies, I just didn't manage to make any more.

The difficulty part is an interesting thing. I have a few people play test some builds before I was completed and it was 'to difficult', I made the turrets rotate slowly if they loose LOS which had the side effect of creating a random delay on re-acquiring LOS. I have a few streamers say it was to hard and some say it was too easy (basically - if they played many shooter -> to easy, if not -> to hard.).

rafael-endo 2018-08-21 12:51

Nice work, I like the way you play with the word SPACE. A playable 3D shooter and a procedural level.

I just feel too empty, the room feel the same, same color, same objects, maybe give something like more wall or plataform or color change would help to notice the procedural level.

And a joke question: The ammo for this game is snot?

adroitconceptions 2018-08-21 16:21

@rafael-endo some sort of green plasma balls or something... I didn't really think about it.