Well, not every day you see a multiplayer submission for Ludum Dare! I'm impressed you managed to pull this together. The game itself is a bit wonky, movement animations are a little stuttery and the weapons seem wildly imbalanced (takes about 30 seconds of unloading to kill someone with the pistol or machine gun, but the shotgun one shots), but everything _worked_ and I didn't find any bugs while I was testing it out. Very cool at least as a tech demo!
i waited a few minutes for the game to start, but nothing seemed to happen. i also tried pressing r, but didn’t get any response (no sound or visual).
unfortunately, i wasn’t able to actually play the game. from the screenshots it looks interesting though, so it’s a bit of a shame i couldn’t experience it
thank you all for testing the game, I try to be always there and join the rounds (I actually enjoy the snappy panic movement :) ). I agree, bots would have been nice, but I barely got it done in-time. And yes, balance and the net code is not 100% there (probably just 10% there), but it was quite hard to test it alone. ``` Here is the balance table: {.m_Damage=100,.m_DamageDecayByDistance=100,.m_TicksTillFire=0, .m_TicksCoolDown=5}, //knife {.m_Damage=15, .m_DamageDecayByDistance=1, .m_TicksTillFire=5, .m_TicksCoolDown=5}, //pistol {.m_Damage=10, .m_DamageDecayByDistance=1, .m_TicksTillFire=4, .m_TicksCoolDown=1}, //uzi {.m_Damage=20, .m_DamageDecayByDistance=1, .m_TicksTillFire=5, .m_TicksCoolDown=2}, //mg {.m_Damage=100,.m_DamageDecayByDistance=20, .m_TicksTillFire=10, .m_TicksCoolDown=10}, //shotgun {.m_Damage=100,.m_DamageDecayByDistance=5, .m_TicksTillFire=20, .m_TicksCoolDown=20}, //laser ``` I feel like there might be a bug with the distance decay.