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Sky Fortress
Sky Fortress
By quasar47
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 637 | 3.29 | 29 | |
| Fun | 274 | 3.57 | 29 | |
| Innovation | 906 | 2.63 | 29 | |
| Theme | 1004 | 2.24 | 29 | |
| Audio | | 2.90 | 7 | |
Comments
kassjak
2018-12-04 15:46
Kind of basic, but fun!
It's pretty risky to make a multiplayer game for Ludum Dare or maybe the players are just AI. I'm just gonna guess it's multiplayer. It's pretty risky to make a multiplayer game in 72 hours and also pull it off nicely, and you did a pretty good job at it!
I don't have any criticism for this. Good job!
rumor
2018-12-08 22:18
Impressively full-featured arena FPS. I'm not sure why (considering the simple graphics) but the game ran pretty rough for me, which made it kind of difficult to move and aim reliably. Maybe my rig just can't handle those cubes and capsules. But the things that work work really well. The blue spray weapon is tons of fun to use, easily my favorite. All in all a pretty neat entry!
quasar47
2018-12-09 10:48
@kassjak Hey there, thank you for your comment. Yes, it was risky, but I had the idea in mind since the round 2 of the theme votng, and I was ready to adapt my game to most of other themes if I had to. But in the end, I'm wondering if it really was a good idea to make a multi game, considering the complications I ran through during the last day (bugs + school mind you, I worked harder that day than during any other day in my life...).
And yes, it was AIs, not other people. With only 72 hours, it would have been a bit too much for me, don't you think? ;)
@rumor Hey rumor, thank you for your comment. I'm sorry you couldn't enjoy the game at a steady 60 fps. I don't know why you have that problem, considering I tested my build before and I didn't have complex 3D models. I was going to add real characters instead of capsules (as well as many other features), but due to a lack of time, I had to stick with the stock assets. And... I'm a programmer, not (yet) a good 3D artist, it take ages for me to make even a remotely good teapot x)
I'm glad you liked the weapons though. I was inspired from Ratchet And Clank's arsenal, but in the end I could only pull out two relatively "good" or "fun" weapons, the green and the blue ones. Anyway, I left a review on your game as a reward for your kind review, good job what you did there ;)
neato
2018-12-09 12:10
Am I missing something or is it just the Windows build on itch.io?
quasar47
2018-12-09 12:21
@neato Normally, the build should work on Windows, Mac and Linux. I don't have a Mac nor a Linux to test it, and I had some trouble building a WebGL version of my game. But still, the game should work for you if you have any of these three OS.
azayiah
2018-12-09 12:22
Well this took me by surprise.. So much fun to play! I really would like to see what you can make with this in the future! You definitely have my support 1000%
justcamh
2018-12-09 12:39
An interesting proof of concept, but I think it could certainly use some work before being considered finished. First and most important thing that I would want from a shooter like this is a control of sensitivity. By default the sensitivity was waaaaay higher than I was used to and I couldn't aim for the life of me. I think it was a good idea to stick with AIs instead of real players, particularly because you can't guarantee a constant flow of players in a jam. If there wasn't anyone else playing at any time, then the game would be rather boring! The different colors of enemies was a tiny bit confusing, as it made me think that there was some sort of teaming system. Maybe the colours could have been used to symbolise which weapon the AI was using? I also had a surprisingly low fps. The game could have used some extra UI elements, particularly some form of death counter. There also appeared to be a timer, but whilst playing this was neither shown nor obvious. Speaking of UI, I loved the menus, particularly the transition for text to appear on the pause menu. One thing that wasn't obvious was how to close a text pop-up. The game could have also used a more clear tie in with the theme of sacrifice. Overall, the game benefits from its simplistic graphics, which I don't think need to be crazy in a fps. The gameplay could use some improvement, mostly changeable sensitivity because as it is set, I can't shoot anyone :wink:
EDIT: Ohhhh... There is nice UI elements. These had glitched away for me. When you open the menu, the UI elements such as death counters and timers disappear, and don't reappear when you resume.
neato
2018-12-09 12:40
Yeah, but there is only an .exe file (=Windows executable) (a Linux build would have a .sh and Mac .app).
neato
2018-12-09 12:42
You're using unity, you need to build once for each platform.
neato
2018-12-09 12:50
On "Build Settings">"PC, Max & Linux Standalone" there is a dropdown at "Target Platform".
quasar47
2018-12-09 13:02
@justcamh Hello there, and thank you for your feedback! I'm sorry you had a low framerate. Someone else noticed the same issue, but I can't figure out where that could come from. When I ran my tests (both on the editor and on the final build) the game ran at 60 fps as it should. Unfortunately, I have no clue where that could come from. Maybe the lighting system I used for this project ? I used a default system that may not be the most optimized for this, so that could explain the lag. About the UI, it is hidden by default and also when you pause. It is perfectly normal, I assumed people would just want to go back into action right after exiting the pause menu. It was just for a more immersive approach. Sorry if that confused you.
@neato I've just checked in my editor's settings right now and for some reason, Unity doesn't seem to allow support for Mac and Linux. Which is strange because it should, but it doesn't offer me the option to change the target platform to Mac or Linux, only for Windows. I'm sorry, I will change that in the game's description immediately.
wan
2018-12-09 13:13
Quite an ambitious game, and while it has its flaws the result is quite an achievement!
I was impressed in particular by the weapon diversity and the reasonably balanced/believable AI, which I've only seen behave weirdly when there are facing another AI in a duel. Oh, and, yeah they've been falling a lot too ^^ But as a developer it's still impressive work to see an Unreal Tournament clone, in Unity, made in 3 days.
The main feedback I have is:
* The lack of weapon cursor makes the game way too hard * The lack of shadows and textures make it hard to gauge distances * Same color code for enemies and weapon spawns make things confusing at first
The overall game presentation is good, so fixing these issues would make the game much better.
Oh and excellent work on the audio, the music in particular really fits the arena shooter genre!
neato
2018-12-09 13:41
That's ok, just so you know, on Unity installation you need to check "XXX Build Support" for the platforms you want to export to in future (if you installed with Unity Hub you can click on the three dots next to your installation (under "On my machine") and "Add Component".
quasar47
2018-12-09 14:05
@neato Oh thank you, that's why it didn't want to build a WebGL version! Thank you for the feedback, I will try to add a Mac / Linux version then :)
@wan Thank you for your feedback! Yeah, I was inspired by Unreal Tournament and Ratchet and Clank for the weapons' gameplay. These games have the most amazing ways to kill enemies I've ever seen in a video game. I'm taking into account your feedback for the next Lundum Dare, and yes, I realize I haven't been smart enough with the colour system. It would have had a far better purpose if I used it for the weapons instead of just differentiating the players. The cursor system was a true problem for me, but due to a lack of time and knowledge, I simply couldn't implement a really effective aiming system. I could have, but I didn't want to implement something rushed that would have disturbed the players even more. But still.
Oh, and the music is not mine it's from Ratchet : Deadlocked , "All aboard the Landstalker". About the textures and the shadows, let's say I kind of left it behind due to a lack of time. Thank you anyway, it helps me a lot!
dexp
2018-12-09 15:28
It reminded me Unreal Tournament times. Full shooter in 3D! But at least some aim cross will be really usefull. Also I'd like to have shorter reloading time. Bots are more clever than me, it's really cool.
I really enjoyed the chaotic Unreal tournament feel this game has for such simple graphics. The particles are very well done, and the pacing while a little slippery was still pretty fluid and fun. I think it definitely needs a cursor to make it easier to aim for sure. the only weapon i was able to consistently get kills with was the area of effect ones like the rocket and poison launchers.
A crosshair would have been an awesome addition!. The Music fit well. The laser gun was reeeeallly hard to use. I picked up rockets and never looked back. This definitely brought back memories of my Quake and Unreal Tournament days. Did you use either of those as some of your inspiration?
quasar47
2018-12-09 21:11
@shadoninja Hey there, thank you for your comment. Balancing weapons was a bit done as an afterthought, I didn't want to waste too much time on this and I kinda liked the idea of OP weapons for some reason. I've never played Quake nor Unreal Tournament, but I've seen let's plays on the latter and the weapons really struck me as a revelation. I used this game and Ratchet and Clank as sources of inspiration, these two franchises have the most hilarious and sick ways of killing your enemies I've never seen in a video game.
This game is fun! I like the weapon pickups!
This project looks like a lot of work went into it! very cool to not only have a 3d game, but a multiplayer one at that. If any constructive criticism, I would say it was hard to aim/keep the camera from drifting while playing. Keep it up, this could be a really cool game if you reworked it for a general release!
Nice twist on the formula. I loved the idea of constantly upgrading weapons and can only wish there were more upgrades and guns. I only got to fully upgrade 3 of the weapons, was it just me or did the rocket have homing on it once it was boosted? Either way, it's a decent shooter and pretty fun to rocket jump and blast away.
quasar47
2018-12-11 19:09
@peachtreeoath Tank you for your kind reply! Yeah, I wanted more content too, but you know, with jams, time is your worst enemy x) Yes, the rocket has an homing ability once upgraded, which makes it a little bit too broken for the game, but since you're supposed to play against AIs for now, I don't think people would mind too much about that x)
smuhlaci
2018-12-11 22:40
I couldn't open Mac Version :(
Impressive little micro-quake! Very cool. My two biggest beefs are the glacial firing rate and the fact that enemies and pickups are the same color. Led to quite a bit of bamboozlement and some rather tedious gunplay. I think that resolving these two might make for quite the fun experience!
quasar47
2018-12-12 11:22
@smuhlaci Hi there, I'm sorry you couldn't play the Mac version. Since I don't have a Mac myself, I couldn't test it to see what went wrong. I'll remove it for now, and reupload it once I've figured out the issue. Thank you for your report.
firebug
2018-12-12 22:02
I haven't played a game like this before, so it took a bit getting used to (unfortunately my laptop doesn't seem to be able to handle the game smoothly). However, I thought it was fun to play! There were a lot of weapons to experiment and play around with. I think I had the most fun with the blue spray, haha. Impressive job!
rosik
2018-12-29 15:06
First - no sensitivity setting, I lost first match, while changing sens on my mouse through the driver. Second - no crosshair. Third - no reload indicator, and it was most frustrating thing with those high reload times.
But I liked different weapons and bots behavior, was fun to mess around some time, althogh I won only once because of the above problems.