voidsay 2020-10-05 22:16
You rang? Haha... I will be back by dawn and write another silly story.
Foon → Ludum Dare Explorer → LD47 → Ouroboros Paradox
By tolmera, Xist3nce, Fadi Khoury, shunaky, bmanstudio, Christian Camargo, rhym, James Audio, wospy, Akmon and 1d10t Gaming
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1441 | 2.95 | 61 | |
| Fun | 1522 | 2.52 | 61 | |
| Innovation | 1407 | 2.69 | 59 | |
| Theme | 1315 | 3.01 | 59 | |
| Graphics | 1053 | 3.28 | 60 | |
| Audio | 610 | 3.39 | 58 | |
| Humor | 1169 | 2.05 | 46 | |
| Mood | 1072 | 3.14 | 55 |
You rang? Haha... I will be back by dawn and write another silly story.
This is huge for three days but broke for me. The train didn't loop and I fell out of the world. Mouse sense was insane even at the lowest setting. :(
Ruh roh... I think the link is broken. Will come back. Screenshots look great.
You might have uploaded the wrong version? Screenshots do not match the game in the link. Gonna check back to play and rate it...seems interesting!
A little bit of feedback is missing
Mouse sensitivity was way too high, I wasn't able to play. The settings menu didn't work to adjust it unfortunately, I was able to change the sensitivity, but the back button doesn't work so I'm just stuck in the menu. Didn't leave a rating since I couldn't play, but if you upload a fixed build I will try again!
Was suprised to see that there was more behind the first room. Was running around thinking looking for items in the first room like some escape room kind of thing. Good job!
Edit: btw the audio was awesome!
Dang, establishes a really good atmosphere right off the bat. I really like it. Unfortunately, I couldn't aim for my life to deal with the enemies, even on the lowest setting :( That'd be my only critique though.
nice game, i love shooters but the enemies have aimbot man haha, its very hard to beat them
All looks very well done. I was impressed by the graphics and the voice acting in the beginning. But I wasn't sure what to do. Was I supposed to shoot the little blue guys rolling around? Cause they wouldn't die and I kept getting killed.
I think the lighting really leaves something to be desired. Even though the doors are basically always in the same place, they're difficult to see and that's a bit annoying. The gun-play was a bit disappointing. I think the enemies are a bit spongy, and the shotgun seems to fire only one projectile (slug?). I did really enjoy the sort of non-euclidean, ethereal aesthetic, and the sound design was good outside of the gunshots.
Could be a cool game but the mouse was wwwwaaaayyyyy to sensitive. Made it very difficult to hit what I was aiming for. Nice job on setting the mood though. And the voice acting was a nice touch.
Pretty cool story right out of the way. Fighting the enemies was really really hard, so I started to run around all of them. After a bit I got to the boss (I think?), talked with him, but than nothing happened, so I started to blast him, which didn't do anything too. So I went into the next room through the door... but fell out of the world - pictured here:
Bez názvu.png
Was still pretty fun though. I liked the sound effects and the designs for the rooms. Good job!
Thanks so much, wow we have had so much feedback so quickly. Thank you all!!!
@tygrak congrats on getting to the boss :)
I did the design and you definitely hit a bug that's not meant to be there, when you beat the boss and go through the next door, it's meant to send you back to the back of the train, respawn everything and you run the loop again.
There's meant to be multiple game endings, but I see they didn't make it into the final version of the scene.
We're sticking to the rules and are not going to be able to add the improved stuff until after scores have come in, but when that's all happened we might release an updated and polished version with all the bugs you guys found fixed up and polished.
Again, thank you all soooo much, this has been awesome.
@tolmera I think you and your team did a great job considering the time frame for this jam. Creating an fps game in just a few days could not have been easy. My only gripe is that I found the mouse sensitivity, even at its lowest setting, was way too high for me (my mouse dpi is 400). This, on top of not being able to see enemy projectiles very well, made combat more difficult than it needed to be. Otherwise, great job this jam. Hope to see more in the future!
What a crazy cool story for a game jam- pulling together so many different people! Nicely done. I liked the atmosphere- it's set right off the bat. That being said WOAH. The mouse sensitivity is *crazy* high. Also, I'd highly recommend lighting up the doorways or showing some sort of indicator- players like me are stoopid. ^^;; Audio was great and on point- the game's graphics matched the atmosphere really well. Nicely done!
Cool idea and has the foundations for a good shooter. Not sure how to beat it as the enemies are overpowered and avoiding them doesn't seem to work for me either, but it has a good sense of intrigue and atmosphere, nice work for a short space of time!
@wheybags I hit the same bug (can't go back from settings menu), but it only happens if you enter settings from the menu. If you start the game and then pause it, you can change sensitivity and continue.
That said, I still couldn't get past the first 3 rooms - I don't know whether I'm aiming wrong, but these droids always take 4-5 hits to destroy, and quickly sap me of my HP :( The lighting is kinda tough too, it took me a while to find every next door.
Not giving a rating since I obviously didn't see much of the game - would be excited to come back when y'all release a more sparing version :) This looks like an ambitious undertaking that's worth checking out!
Cool concept with cool atmospheric music and lighting and great voice-acting in the introduction. It is really hard though because the enemies are super tough and accurate. Having made an FPS style game for LD in the past, though, I know how hard it can be to make balanced enemies (there just isn't enough time for sophisticated AI).
Overall, good work. How was the big team experience?
Awesome atmosphere but, I have issues with the enemies though, they fell almost hitscanny, and if you can't dodge them, and hiding behind scenery didn't seem to do much either, it's just so difficult. And they take like 6 accurate shots to defeat. Perhaps I'm just bad at this.
Not done yet - but back button (in settings) seems to be "dead" :wink:
Nice entry - the controls felt a bit floppy but impressive to actually do an FPS
:purple_heart: :dart: :frog:
Well done! Nice game, awesome music/sfx and good lighting! I found some bugs: the volume slider doesn't seem to change anything, the back button in the settings from the main menu doens't work and when you pause the game the first click actually shoots. Other suggestions are: I would add some effect to make it clear to do damage to enemies (sometimes I didn't understand if I had actually hit or not), the minimum mouse sensitivity is still a bit too high (at least for me).
"Did I say by dawn?" The void looked at the clock. "Oh well, it's dawn somewhere"
"Let me have a quick look" fakescreen.gif "Ah yes the engine room here is made out of engine"
The void looked around "Oh hi there officer 418, didn't see you come in! Did you witness how this fine upstanding and well spoken gentleman was brutally shot, murdered even, in a hit and run assault? What callus creature would do such a thing? You must spring into action! The never ending train and hostages can wait. By the way did you see any hostages on your way here? Cause I haven't! Only those adorable bots that keep ignoring the laws of closed doors! They must be very ambitious copying higher dimensional beings just like me! I will let it slide this time. Dorky bunch."
"I'd help you officer, but unfortunately my shooting is kind of rusty. It's hard playing games when you're a disembodied face at best and a figment of imagination at worst."
The void went on a tangent once more. It had spent way too much time on this and the joke of writing in third person started to lose its appeal by the minute.
"Screw this" the dude behind the keyboard said, standing up and taking a quick stroll thru his room "from now on I write ooc"
Honestly I have three main issues - The bullets are too slow. I presume that you used a physical bullet and the hit detection started failing at high speeds. One of the programmers might chip in to clarify my assumption. It has been a while since I played an arena shooter, but I am positive that they often use hitscan. Personally implementing hit scan might have been the better option here, since you're not doing anything special like bulletdrop or wind. - Collision is weird on the geometry in each room. I had a chance to peek thru the veil when squishing myself in between boxes and falling out. Is the players collider set to discrete by any chance? I don't remember Unity doing such a poor job with collision. - The difficulty isn't right. The only way to win a firefight is to strafe the robots at a certain distance having their bullets narrowly miss you while trying to compensate for the bullet traveling. Or you can, like me, angle geometry in such a way that you're covered from fire, but you can shoot back. The only way for me to get to the engine room was to do a pacifist speed run, ignoring all bots and bunny hopping dodging bullets left and right. Also the "boss" spawned in the floor and didn't fight me.
The exit in the lava room was difficult to use. If I didn't know where to look for it I wouldn't have seen it.
Also when I fell thru the world I noticed that the bots that I didn't kill where still at their positions in the now deleted rooms. It might get taxing on the processor having so many AI entities running scripts.
For some reason the exit from the engine room lead directly into the void... Oh no...
"Sorry, I blacked out for a moment" the void reappeared suddenly, almost as if the person writing it changed their mind, or perhaps by a slim chance the void is truly alive? "If you heard some hooman speaking please disregard!" the void pleaded "It is not real and it cannot hurt you"
The void continued speaking unphased by the occurrence moments ago. "Wonderful acoustics you have in here! The starry sky reminds me of home" reminiscent of times long gone the void paused
"Now excuse me" the void snapped back "I have important business to attend"
Just like it appeared the void was gone suddenly. Left in its place was the string as dictated by custom, reminding the supporting role that they are still one.
Ew FPS games are not my thing but I gave it a quick go and it seems like it is working well and was easy understand. So long as I was standing still the game looked really good. But moving around made me ill, that isn't your fault just a fact of my life :) Thanks for rating my game as well.
I think the go back button is broken (in the settings menu), other than that the concept was interesting
I liked your game my congratulations, I also did one if you want to know, and give me your feedback I am very grateful, this is the link https://ldjam.com/events/ludum-dare/47/resurrection
What an incredible game it ! I liked the fun it provides
I don't know if it's the web version, but the settings are not working. my mouse is very sensitive
Wow, there was a lot of content here. I'm impressed at how much you all got done in 72 hours. Great job on the 3d models in the environment, really cool settings you got going on. Great work all around!
You created a hugh content for 72h ! @voidsay did a better review than I would do, so I won't write much, since i agree with the majority of what he/she wrote :) Doing a jam with so many people is hard tho, so good job with this entry ! Hope everything went well during the dévelopement !
@eldelhas pretty sure I dropped my pronoun in between lines... oh well, guess I will have to fully embrace the neutral void now. Nice to know you empathize with my viewpoints.
Well, the difficulty is a bit hard. When I actively try shooting myself through with my (only moderate) FPS skills, I do not last more than 3 rooms. When I try running, I can manage a bit more - but also come to my early demise at some point.
BTW: does the "go back" button in the main menus's settings not work?
The graphics, sound and the narration are really great! I hope there will be an update with a lower difficulty choice at some point ;)
Love the graphic, nice work!
This is an amazing game for 72 hours! I wasn't able to get far, FPS is not my forte, but I was impressed by pretty much everything (music, art, mechanics, even if those robots were kicking my behind real bad :P). Awesome job!
Nice shooter! =) The music is good to such game. However the bad thing is that when hit the bot you do not see if you hit it or not(no health points or some effect that you hit it). I would make bot little more supid. =)
Hey there!
Here's my two cents :D. "Go back" button doesn't work when i'm on the settings but I feel like people already said that ahah. I felt a bit lost while playing, didn't really have a clue what was going on. I couldn't manage the mouse sensitivity since I couldn't go back, so control wise, it's was way too sensitive. That's the few things that unfortunately kind of prevented me from enjoying the game to its fullest :( . But congrats for making it to the end with quite a huge team, must have been a challenge to manage!
Cheers!
I ran into the same problems as Tygrak did above as well as the sliders not doing anything. So I won't go over those again. I liked the story and visuals overall, I also felt like the enemies were really hard so I just started going around them after a few tries of trying to figure how to defeat the enemies in the beginning rooms. The shotgun seems weaker than the pistol initially at least, since I don't know the real dmg difference between the pistol and shotgun but I would say to try to find that balance where the shotgun will do more dmg than the pistol even if the pistol has a higher fire-rate. Again that might just be my mind playing tricks on me. I really like the sound design as well and can def see with some polish and more time put in this could be a fun game to sink 2 hours in playing through the browser or the quick download.
There is a very promising intrigue with all the screenshots and back story. But I was not able to fully experience it due to sens issues and general pew-pew mechanics and my skills :smile:. I hope you did some playtests first since there are 11 people in this amazing team and I do not believe I am that bad (or may be I am >_<).
I feel like reducing enemies damage output from 5 to 1 would help a lot, since you promote a unique plot more than fps game (or may be both?). Yet another option is to make enemies' projectiles larger and brighter and a bit slower to be able to dodge them.
Here is my attempt:
https://youtu.be/WcH6LMSJ8vM
Hey All :)
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I wanted to send a notification, I hope you don't mind, but I've spent the few weeks since the jam working on bug fixes and things. I'm not one of the coders, I'm the "Support" guy, while I'm a capable programmer, I've had to learn unity from never having touched it before, to being able to read C# Scripts and hook up components, and problem solve things. It's been a hard couple of weeks, but I managed to hook up all the bits and pieces that the team had made, and I'm re-releasing the game with bugs fixed - Notes below and on the end of the game details page.
I hope you will consider giving the game another go, now that the bugs have been fixed. I did my best to stay within the Jam Rules - so I believe you should be fine to adjust your rating if you think something is better now than when you saw the game last - Audio, Graphics, Mood, Humour or Overall. I've done my best to just bring out the gems that were already there, the stories that had been written and the assets that had been created. I would love to make sure the skills of the people who joined my team get shown off to the maximum and if their scores for the different areas they were responsible for get a small bump, I would be really happy.
Change notes follow, but just before I do that, I just want to say thank you for reading this far :) I hope you have an awesome score as well when the results come out (3 days ahhh!)
But now the GOOD NEWS
Bugs that were fixed: The infinite loop just ended after the first boss room - The code had been written, but had not been hooked up in the release, but had been hooked up in private scenes (Unity) Gunshots - There was a bit of trouble with this, as it had been implemented multiple times - it's been corrected and the raycast system hooked up. The Boss floating in midair, I just dragged him down to the ground. The particle effects when oyu hit an enemy kinda sucked - this is because webGL looks different to unity's inbuilt player, so you couldn't see the sparks very well. We tweeked the particle system so you can see the sparks better. Game AI - It was confusing to the players, so I trimmed some of this down. World lighting - There were far too many lights in the scene, and they were making things very dark. I removed a bunch of them, and added one to the player to fix this bug. You now have light so you can see what's happening
MOUSE SENSITIVITY - The game is so much more sensitive on WebGL, the code for all of that had been written, but not correctly connected.
VOLUME CONTROL - I added some sliders for later development, but didn't hook them up, so this is purely graphical on the menu, and not a feature
I also attached the Health system to a couple of objects that had not been hooked up correctly, and shifted a few objects around a touch to stop different bugs, like running through walls and the AI wondering through closed doors.
I hope you like the game!
@tolmera I got right to it, and here is my report (WebGL version):
- "Press F" message is stuck on the screen the whole time
- It seems like the scenes are randomly cycled on each playthrough?
- I like that you tuned down the difficulty a lot; now I could actually play the game :D
- This time I could actually appreciate the music (last time all I could do was chaotically shoot and duck) - it's great!
- I can also see assets better, and while Ouroboros is no Bioshock, it's still impressive!
- It looks like the doors now block bullets (and robots' vision) even when they are open. I remember that previously they could shoot me even through walls
- The first time I got to the boiler room, I immediately went around the boss to the left, and fell into the endless space (not sure whether I got to open the door or not)
- Afterwards, I managed to not fall into space, with both killing the boss and ignoring the boss. I think the text at the lever mentions that I killed the boss either way. It also seems like I could choose to pull the level in text, but still ignore the lever and continue onwards.
- Then I read the spoilers in the description saying that I should talk to NPC, but neither pressing F nor E next to it did anything. What does the boss say? :(
All in all, I had fun playing! Cheers!
@eldar Thanks for the feedback :)
Yea that "Press F" message really did get on my nerves, I don't know why it's there, and being "fresh" to Unity, and working iwth other guys code, I don't know what I did that made that stuck on the screen. It also does not change any more to hint when you should press F... sigh.
The carriages cycle randomly between 5 designs that the guys made. Each time you go through the train, each time you "loop" the train is destroyed and regenerates as you go through.
I don't know if you noticed the difficulty increases each time you kill the boss? It's not fast difficulty progression, but should make each room more challenging as you go through.
The Enemy can't see you through most obstacles now (way it was meant to be) so you can hide behind a box while it's scanning for you, of ninja off the stuff in the environment to stay out of scanning height.
I'm glad you liked the Music, @fadi-khoury was responsible for the music, I probably didn't do a great job with balancing it, and might have tracks overlapping, but we thought it was very cool, and meant to give more of the sense of being on a train. If you listen to it with the thought that you're on a train, you can hear the wheels and bumps in the track :)
I'm glad you could see better, that was the first think I fixed lol :) there are only 2 lights on the player, and a ma of 2 lights in any one carriage.
You're right about the robots being able to shoot you through walls last time. That was "fun"... Anyway, you're right that's fixed. And most obstacles block the enemy bullets now. You might have noticed the bullets also bounce :) When the enemy is shooting at you, they shoot in I think a 20degree cone, and if you're hiding behind something like a tree or shelf, you can see the bullets bounce off obstacles :). I would have pushed this a little further, but to stay inside the rules, I didn't make the bullets damage the enemy (friendly fire)
(Ahh darn that window) I forgot about that bug, hah, I might have to re-re-release *sigh* I do know there's another bug there that I created and just ran out of time to fix, which was if you jump into that pit, then walk into the next room, then go back into the pit, it teleports you out into space where you will fall forever (or until 64 bits overflow I guess.)
Yea the text on the Lever about killing the boss, I really was not sure about including that, because you don't have to kill the boss to win, and you might not kill him... also I don't like to say you "killed' him, since this is a kid friendly game (mostly). There's a secret in that room that will give you the second (true) ending, and shooting at the boss is just a hint to it.
The NPC text on the boss stopped working, again because I'm a unity Noob, I didn't know how to put it back in. One of the guys might see this and fix it for us :) but the boss just says: "So you've arrived! Is this the first time we're meeting? It doesn't matter though, there's only one of you, you're never going to be able to beat all of me. "I'm ready for you, bring it!"
Real top notch writing right there by yours truly. lol :)
Last think, the lever, you have the whole dialogue and you can say "pull the lever" but we didn't want that to happen automatically from the dialogue, we wanted the player to go and physically pull the lever themselves, so there was this real personal decision to pull the lever. There's meant to be a bit of tension about pulling the lever because the player while "winning" is also giving up on finding a way to actually end the paradox. So the dialogue gives the player an "out" by saying "as per protocol" but the outro says how the passengers are disoriented suggesting that something bad has happened to them. If we took this further I would grow that side of the game a little, and have the NPCs in the train so you could see/talkto them. All stuff we wanted and had text and voice acting for, but didn't get into the game because we didn't have a model for the NPC's...
Well that's 4000 words!!! Sorry for being so verbose :)
Really great game!
I really liked the graphics and sound effects.The default sensitivity of the game was too much at first but I got used to it also i think game will be more enjoyable if robots deal 1 damage instead of 5.Overall game is pretty cool, good job !
@sevenlevelgames Thanks very much for giving it a try, did you give the bug fixed version a try as well? I made the bots only do 1 damage (balance) and the mouse sensitivity is now adjustable lol :)
#Twitter: @PixelProphecy played the game#
https://www.twitch.tv/videos/781773613?t=00h20m48s
Was very cool to see them play, but this is the buggy version, if you play ;) play the bug-fixed HTML version.
You've already watched my play the game, getting myself locked in and then completely destroy the ending (sorry about that), but here's the link to the archived stream: https://www.youtube.com/watch?v=15n2Eq8yeVA (video will unlock in 18 hrs from now, sorry about that)
Thanks for submitting! 😊
@philstrahl - Heya :) naa, you didn't ruin the ending. We were chatting about it in the team, and actually that was the most poetic ending we would have hoped for on the not-bug-fixed version of the game :).
Thanks for playing!
Impressive work for a jam ! I really liked the audio and the overall atmosphere I saw the platforms in the lava and the guy who invokes robots two or three times but then when I went though the door I got in outerspace :/
Apart from that little glitch it was very good experience :)
Thanks @inferture - Did you try the bug fixed version? 100% more bug fixes (and still within the rules)
I really love it! Your team did a great job, maybe I could join your team.
@mrchickenboy - The team was made on the fly, and the same thing will probably happen next LD as well, though I imagine some of this team will be available and want to work together again. So when it happens, hit me up here or on Twitter @TolMera - I'll be happy to interview and add people to this team or other good teams that I know about when the time comes :)
Ah, okay
@tolmera ~~I thought I tried the bug fixed HTML version but now I tried it again and can't reproduce the bug, so maybe I accidentally tried the non-bugfixed version :/ Sorry I can't be more helpful x)~~
Edit: It happened again and I definitely was on the postjam version. I think it may happen when you rush to the door and spam f, though I'm not entirely sure. It was again after the room with the guy that spawn robots
@inferture Oh! I understand what you're talking about. It's actually a pretty easy bug to trigger. If you get to the boss room, to through the door to the next room, then walk back into the boss room, you will hit a collider that throws you into space (Sorry about that)
I hoped that noone would "go back" into the other room once they went into the second room, but I guess my collider is a little small, so if you run at the door and spam F, you might pop out of and back into the trigger box, throwing you into outer space :-/
Thank you for the bug report :)