FoonLudum Dare ExplorerLD43 → Omnibar

Omnibar

By dubthink and Rachmanin0xFF

View on ldjam.com

CategoryRankScoreCount
Overall6963.2125
Fun8412.7825
Innovation5873.0625
Theme8912.8025
Graphics4563.6025
Audio4653.1025

Comments

ruddgasm 2018-12-05 01:50

Interesting concept and I liked the goo-like effect you had in the center. Though it seemed to serve no purpose it looked cool. The controls are a bit sluggish and the projectile gun forces you to be point blank range to hit anything. Would've like to see maybe some enemy variation or have them moving around. Overall some of its aspects are pretty neat.

trifectuh 2018-12-05 01:58

Would like to know more about how this was accomplished. 64kb is TINY! Pretty fun and difficult game too. Nicely done.

trusty 2018-12-05 02:00

The whole omnibar concept was pretty cool. I had a crash part way through, but good job!

afroant 2018-12-05 02:15

Very cool entry! The graphics were amazing considering the file size. Those bullet projectiles were so frustrating to aim!

swanijam 2018-12-05 04:10

These are awesome graphics and a lot of functionality for such a small filesize. What cool limitation and you did great with it. I loved the (pretty) screenspace reflection pool. +5 points for adding spectator mode. great job!

eriku 2018-12-05 04:12

Interesting use of ray marching. Had a very Doom-like feel to it where the optimal strategy was timed strafing and getting in close. Impressed at the small binary size! Just so you're aware, Windows Defender isn't a fan of it, haha.

dubthink 2018-12-08 02:14

@trifectuh It's mostly accomplished using techniques from the demoscene - exe compressors, careful control of what is and isn't being linked, a synthesizer (v2 specifically) written mostly in assembly. Probably half of the code I wrote was glsl- all of the world visuals and almost all of the animation is done on the gpu. I used signed distance fields (SDFs) and a raymarching renderer for rendering, which have a very small code footprint. ([how they work](http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/), [a bunch of really good examples](http://iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm)). I also have the source up on github if you want to take a look. Let me know if you have more questions!

@eriku Super glad to hear that you thought it was doom-like! I definitely was taking inspiration from doom in my gameplay design. And yeah, windows defender isn't a big fan of any really tiny compressed .exes.

ursagames 2018-12-11 10:27

Super impressive for the filesize! I managed to escape the world and there was a ton of water and pillars, very pretty but a bit laggy on my 1060. The second weapon was super pretty too, that lighting was awesome! The death effect for the enemies was also really cool looking. It's hard for me to judge the gameplay as it felt slow, but I'm not sure if that was more my laptop than anything else.

I liked the risk vs reward of the two weapons as it felt like the first weapon was more efficient if you didn't miss. Managed to get the "WIN" state after a couple attempts, was a good time! Sorry I couldn't stream your game as it tanked my OBS.

cerno-b 2018-12-30 10:52

I finally got around to playing your game. Still very impressed what you pulled off at a little over 50k. I wasn't able to play the compressed version as my virus scanner immediately deleted it, which is likey due to the auto-extract executable, so I am reviewing the "large" version.

Visually, I like what you did with the limitations you had. The archways look very nice and the water effects are awesome! I also liked the music which added to the atmosphere. I had been hoping for a classic chiptune soundtrack, but your choice fit the genre better. Unfortunately there were no sound effects. I wonder if it would be possible to integrate the bfxr code into the game so you would be able use bfxr sounds without having to store them as samples. Having shooting sfx in an FPS plays an important part in the atmosphere, but I guess you must have run out of time.

Conceptionally, there are a few things I would like to mention.

Having a ballistic weapon in an FPS is quite commonplace (e.g. grenade launcher) but if it is the only weapon available, I think a direct line of fire weapon might have worked better, especially since the enemies use this weapon type and therefore have much greater range.

The enemy AI needs some tweaking. Most of the enemies don't fire at all, while some fire rapid shots that can insta-kill you if you are in the wrong spot at the wrong time. Maybe a second of invincibility after being hit may have been helpful there as well. I think if you had all enemies fire at a reasonable rate at the same time would have made the game very frantic in the beginning, but after the player survived the initial onslaught they would have been rewarded with the feeling of superiority as they could have started to pick off the remaining enemies one by one.

All in all one of the more impressive technical entries this LD, great job!

tgiant 2018-12-31 06:30

Awesome game. I did struggle a bit on the speed of the game but other than that it worked fine. Thanks for making this cool game.

dock-frankenstein 2018-12-31 06:31

Very fun game, but...

- First of I couldn't open the tiny version, so I had to download the big one. - The game was really laggy, but don't listen to me. I have 8gb of ram in my PC. - The game is too hard, but again I suck at games. - I fallen out of the building. I was also really impressed of how much detail you gave to the outside.

These problems are probably mostly my PCs fault, so don't listen to me. I loved the art style and the music.