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DeepTech Industries
DeepTech Industries
By acdia
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 373 | 3.55 | 28 | |
| Fun | 302 | 3.55 | 28 | |
| Innovation | 122 | 3.88 | 28 | |
| Theme | 609 | 3.32 | 27 | |
| Graphics | 602 | 3.17 | 28 | |
| Humor | 170 | 3.31 | 23 | |
| Mood | 592 | 3.02 | 27 | |
Comments
Great idea, and well executed! The awkward steering honestly made this game so much more fun, even if I crashed I can't be mad because I blew up a wall. Dammit, I just used time during a game jam to play someone's game. Good job. :D
success.jpg
I DID IT x)
Nice game :) I am used to say only bad things so I don't have much to say... Maybe the sound of the misile is a bit repetitive.... BUT IT IS FUN WELL DONE :)
I made a small video of the level -4 who droves me MAD BECAUSE OF THE ORIENTATION OF THE SERVER ^^ nice
the video : https://streamable.com/ifz52f
That was fun, especially destroying the walls. Very hard though. I like the name. It would have been cool if you made it 3th person. So we can see the rocked (like in the intro) and maybe a smoke trail behind it. Eider way, pretty nice game.
Wow the wall destruction is VERY satisfying. I love it! There could be maybe more direction on what to look out for or something. The steering is a bit awkward, but it almost works well with the destruction mechanic...if you miss, you get to see stuff go flying :D Good job!
acdia
2021-04-26 08:22
Thanks for the comments! I'm glad you had fun. @douwe-ravers I originally planned to make some kind of 3rd Person replay on death, but had a lot of trouble positioning the camera without clipping into some wall. @badpaul34 Level -4 is a really difficult one - I need many attemps myself. Btw impressive run on Level -2!
Very nice game. I player it 15 minutes and i realy enjoy it. I think you should add 3d person control to rocket
the-g
2021-04-26 14:20
The game is fun and the destructible environments are cool, I did find it pretty hard though
I very much enjoyed this game! Controlling the rocket feels just amazing! And it's just as fun to destroy the walls as to dodge walls and furniture to reach the goal!
hilvon
2021-04-26 14:45
The game starts fun. But the level 4 is pretty frustrating with the tight space between the entry to the next level and indestructible walls. But still I had tons of fun playing the game.
The sound effects are olso not offensive.
It was a lot of fun! What did you use to make the wall? was it just a mesh generated with blender or you made it with code?
acdia
2021-04-27 14:53
@axeltherabbit The wall is made of individual bricks, which are all rendered individually (I know ... this is a terrible solution). Every wall piece (2000 Bricks) has a box collider. Once a missile explodes near a wall, it is replaced by a wall with a collider for each brick and a kinematic rigidbody and every brick near the explosion gets its rigidbody activated, scaled down a tiny bit and pushed away. To increase performance, GPU instancing and a non-lit shader are used.
Incredible game! It was a ton of fun, and I admit that I enjoyed wrecking too many walls in your levels instead of trying to play them "the normal way". The idea of playing from the viewpoint of the missile is ingenious. Level 4 was a bit annoying because of the server, and I wrecked so many walls my computer could barely handle it, but other than that, excellent entry!
I really liked the concept that while learning the game controls you are not punished by your mistakes but rewarded by creating new passages from explosion. And the game is very fun in general, controls are good in a way that they are not precise and you are bound to make mistakes and enhance the experience.
Also people are talking that level 4 is hard but if you just blow the wall to the left of the server you can use the space there to turn around like in the video https://streamable.com/os2bka
acdia
2021-04-29 09:46
I'm really happy to hear that many of you had as much fun as me destroying walls. It is fascinating since the mechanic is not really complicated and pretty easy to extend to other use cases. Another interesting thing in my opinion is, that our computers have no problem rendering the many thousands individual bricks in each level. Cool stuff these semiconductors!
@maximbegunov thats (on level 4) a option I didn't consider myself, but nice that you found it. The thing with level 4 is that I wanted to have a level, which is not solvable with only exploding all the walls.
Fun concept, the missile was a bit tough to control (probably didn't need roll), but it was fun to "drift" around corners :)
ausstein
2021-04-29 16:19
Hi,
here is my attempt of playing the game:
https://youtu.be/0z55FhSrZ-A
Enjoy :)
acdia
2021-04-29 17:35
@ausstein Thanks for your try. It seemes like you hit a lot of stuff with the tail of the missile, so I might make the hitbox a bit shorter. I knew about the bug, but had it only once, so I'll try to figure it out. Probably some timing stuff.
In case someone else gets **stuck** and looks here to find an answer:
-You need to fully enter the transport things with the blue light
-If it gets too laggy, you can deactivate the decoration - that helps a bit
-If you turn, be aware that the rotation will invert (if you fly down, turn 180°, you will fly up)
I finished the game, i'm just addict, new goal of my life : finish each stages with 1 missile Thank you my fav entry for the moment. I really like the unlimited lifes, and that rule : "more you play more the game is easy". Very smart Game design spirit.
acdia
2021-04-30 06:36
@maximegammaitoni if you can do a one missile run on each level, that would be extremly impressive! I must admit I myself never managed to do that. You are part of the hole team, aren't you? I commented it already, but that game is great. So in case anyone reads this: check it out! https://ldjam.com/events/ludum-dare/48/hole-1
someone
2021-05-01 17:27
Interesting idea. Satisfying destruction. Struggling to navigate the doors? take the direct route! Level -4 was annoying. I kept hitting the server doors over and over...
Good entry. I feel like the controls and audio could use a bit of work, but I am a sucker for destruction engines and yours feels really good. It's a shame I'm not supposed to blow up all of the walls. :)
acdia
2021-05-02 07:19
@someone "take the direct route" - that's what I like to hear! Level -4 is really hard (and annoying) on purpose (-ish). It's the last "real" level, so I wanted to make it hard. However I can undestand, that it's frustrating not being abled to complete the game because of that. If you (or anyone else) have/has an idea for a workaround, feel free to post it here.
@sparked99 Definitely! I tried tweaking the controls a bit in the PostJam version (you can steer with more force, but the missile is as drifty as before). I struggle with the sounds every time, so I might not be abled to improve them a lot, at leat with my current knowledge.
Thanks for both of your feedback! Seems like destruction was the right chioce for this game :)
2021-05-03 06:52
Cool game, I didn't manage to finish it with only one missile. The fourth level was a shame for me x) (I spent more than 10 missiles). Anyway, the destroyable walls make the game really fun and addictive, great job!
jk5000
2021-05-03 09:12
An inserting and simple little game. A little difficult to see if you is about to hit anything. Overall a good compo game. Well done.
ausstein
2021-05-05 09:09
@acdia Yeah it seems like you don't really develop a feeling for the Hitbox since it is first person. Have you tried how the game works in third person?
acdia
2021-05-05 14:19
@ausstein Yes I did. And let's say it works kind of. The thing is, that 3rd Person makes it a lot harder to estimate depth. For performance reasons I can't let the missile cast shadows onto the detructable walls, so it's really hard to know how close the missile is to any wall. The controls also feel very strong (because the camera not only rotates, but actually moves), while the impact is small, which makes it harder to deal with the drifty properties of the missle (which are a somewhat important part of the game). I guess putting the camera always at the side the player turns away from, could help, but in a narrow door frame you would need vision on both sides. I'd say it's tricky to get right.
acdia
2021-05-05 14:37
@jiangche thanks for playing! I'm glad you liked it. A one missle run for every level is extremly hard!
But since it seems to be a thing, I think I'll do what always is done for anything new - invent a name and an abbreviation (thanks DeepL!). So lets use Mono Missile Run, MMR for short (quick google search to check any other meanings - seems to be a vaccine - save to use). So I challange you all to do a MMR for each level. If anyone gets one for every level, I'll ... what could I do?... I don't know - put their name in the title screen of the game or write it on the tables. Anyway I would be really impressed! Currently I have MMRs for Level 0,-1,-2 and -5. Can you beat me?
@jk5000 thanks for your comment! the hitbox seems to be a big difficulty / problem. I'm searching for a solution and did a first try in the PostJam version by decreasing the hitbox size a bit. This however isn't optimal. Maybe I'll find something later.
cavedens
2021-05-10 00:52
Interesting idea. I was shit at it though. Good entry
i think if the collision on the missile and server was more forgiving i would have maybe gone for a 1 missilte run on all levels. being able to brute force (pun lol) your way into the server was cool. i love smart adaptable difficulty systems like this
loyance
2021-05-13 03:00
Wow, this feels like the lore for the game was inspired by true events huh :thinking: Who would have thought that controlling the rocket can be this hard? Anyway, fun way to spend time for sure. The hitboxes on the server were a little too tight for me - was really upsetting to crash into the server, but not go into the next level. Also, from your previous comment I really like how you implemented the wall collision - great job!
Soon I will play some more and do a detailed analysis (just like I did for the other games played in the other videos). :)
https://www.youtube.com/watch?v=bVa3PizAFw8
**Analysis...**
1 - Mechanics, Learning and Flow: I believe that the mechanics of navigating the missile was a good idea and I really liked how the movement was implemented (I would have liked to see this topdown in a two-dimensional form, not because I didn't like the graphic art, but because I get nauseous when I play 3D games, and I believe that the essence of the mechanics would have been maintained in some way). Learning how to control the missile is not a trivial task, it has a very large collision box and controlling the missile is very difficult (at least for me), especially when using the S and W keys. Hitting the target at the right time was also a challenge, I would like to have a simpler room for training, in the initial menu, just to learn how to do the drifts and maneuvers to get out of the stage (without having to repeat the entire challenge of the phase). With the exception of the difficulty of control and my particular difficulty with 3D games; I believe that repeating the entire stage was what made me most anxious in terms of the game flow; moreover, i missed some interactions beyond the basics (but i really don't know how it could be implemented without getting weird or disrupting the game).
2 - Graphics, Audio and Narrative: The graphics were very good, congratulations. I especially liked the furniture and the shattering blocks. As they chose not to be evaluated in audio, I do not know exactly if there is something authorial in the audio sense, I can only say that it is a little repetitive, so I suggest that for each character action, draw between three or more recorded sounds, or use some type of filter that can be programmed to affect sounds. The narrative seemed flashy based on what I could notice, I was very curious to know the ending (if someone can mark me and tell me how it is).
3 - Culture: The game is humorous, taking to the extreme the reaction (expected and fair, hahahahah) for the control (in terms of technology use) of a certain company. I suppose it is possible to work on the market niche and generate engagement from that.
4 - Monetization: With the proper work of polishment, both artistic (graphic and sound), as well as gameplay, I believe that the game can be formatted and sold, even on smartphones (probably here with the use of advertisements, but for that it would be interesting to have a type of ranking for the best times of each stage and, who knows, an infinite procedural mode "survival" (also with ranking)).
2021-05-17 14:28
@gustavo-christino Thanks a lot for your analysis! I can narrow down the problems even more and enjoyed watching your video. I guess nausea is definitely a thing. I myself keep ducking my head while wathing the video. It seems like the part with hitting the server/elevator-thing needs some work. It's just hard to evaluate the difficulty correctly after developing the game for two days and getting somewhat good at it. I'll keept the training level in mind.
The end is nothing special. If you make it through all levels, and manage to destroy the server, you just get your scores for the levels.
Thanks.