Ocean RESCUE by MerlijnVH 2014-04-28T12:27:00
Me likes! Love the big fish.
Foon → Ludum Dare Explorer → Users → PixelMind
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| š„ | 2014 | 30 | Connected Worlds | Superdimensional | compo | 4.55 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| š„ | 2014 | 30 | Connected Worlds | Superdimensional | compo | Innovation | 4.67 | |
| š„ | 2014 | 30 | Connected Worlds | Superdimensional | compo | Theme | 4.63 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 36 | Ancient Technology | Pirate Mayhem! | jam | |||||||||||
| 2015 | 32 | An Unconventional Weapon | Radiant Red | compo | 163 | 3.66 | 3.51 | 3.43 | 2.60 | 3.67 | 3.31 | 2.35 | 3.24 | 66 | |
| 2014 | 30 | Connected Worlds | Superdimensional | compo | 1 | 4.55 | 4.07 | 4.67 | 4.63 | 4.58 | 3.79 | 3.07 | 4.43 | 100 | |
| 2014 | 29 | Beneath the Surface | Oil Drillers | compo | 270 | 3.48 | 3.06 | 3.77 | 3.97 | 3.42 | 2.17 | 1.81 | 2.83 | 54 |
Me likes! Love the big fish.
Neat game mechanic. Got the right kind of "got to improve my score" -addictiveness. Fish sprites or something would have been nice though.
Great use of the theme. Kind of sad too though.
Great job with delivering a message to the player!
Good point SuperChihuahua :D
Am I still allowed to change the control scheme to support mouses without mouse wheels?
I'd probably change the screen size aswell. I guess that's fine?
Thanks for all comments :)
I updated the web client _slightly_. I simply added support for WASD and arrows camera movement along with QE and numpad+- zooming. The game couldn't really be played without a 3 button mouse. I also lowered the web player resolution to support smaller monitors.
Let me know if someone feels like this is not ok. I still have the original web build on my disk.
For some reason the web game run at less than 1fps on my Firefox.
The game seemed interesting from what I saw but unfortunately I couldn't really play it to give a proper rating.
This is awesome! :D
Nice mood but I couldn't get out :)
Enjoyed playing this one. Overall nicely polished game.
Good job!
Very polished and fun game! Lovely graphics and audio!
Level restart would have been nice instead of restarting the whole career.
Cool! Nice graphics!
Planet glow could be more pronounced. Took a while to know which planet to click first. Very polished entry and fun game once I got past the initial confusion. Lovely graphics too.
Great job!
Nice one! Love how you have to kill your friends :)
Good job! I like the graphics.
A bit too confusing at the moment.
Cool game.
A bit fiddly controls but the music was great.
Loved this. Very clever little platformer. Nice graphics and audio too.
Took a while to get the idea.
After the initial confusion this one turned out to be a great little game. Graphics could use some more love though.
Fun and looks cool :)
Thanks for comments! :)
Yeah I agree with you Stuffie.
I noticed via playtesting today that many testers tried to keep the mouse on top of those teleports which I didn't anticipate. It makes the game much more difficult to play.
I should have made an effort to teach players to use the portals more like tight light beams. That way you can see the world outside and you don't have to make effort to keep mouse on top of each portal.
Live and learn I guess :)
I may make a more fleshed out post LD version later and try to fix that. Many ideas didn't make it to the final version.
@AlexGhost and @Arowx,
The code is a mess. You've been warned! :)
But if really want to take a look at the source then I'd imagine you'd probably be mostly interested in Lightmesh.cs, World.cs, Target.cs and Light.shader files.
Those are responsible of the world rendering and physics handling. The Unity scene's camera setup is also important.
That shader is slightly edited from Unity public wiki over here: http://wiki.unity3d.com/index.php/DepthMask
Cheers guys! :)
Thanks everyone! You guys are awesome! :)
It's been really great to have this many commenters. Got some great feedback too which is even more awesome!
@AlexandreSzybiak: You're right! They were quite a pain to design. It did help a little that I laid the "worlds" on top of each other in Unity. It was quite a nightmare at times to work with though. Far from ideal for any larger project :)
Needs some variation to combat. Perhaps some kind of upgrade system could have worked. Or being able to place your cats on the level.
But good game nonetheless. Nice graphics and audio too.
Nice idea and great execution. Would have played longer if there were more levels.
Couldn't try it but looks like a great concept on video.
Excellent concept but could use some more polish here and there.
Pretty cool action game.
Not sure how it fits to the theme though :)
Great mood and story.
Very clever and enjoyable experience. The block movement could be more fluid and you should disable the right mouse menu for the web build.
Great job. Would have played longer if there were more levels :)
Nice one. Took a little while to understand the concept but your gif video helped. After that it was a fun little discovery game :)
Very good arcade game. Especially for a 48h entry. Great graphics and gameplay. Many 5* from me.
Great twisted mood and graphics but needs a bit more game to it. Loved the weird music too :)
Hey frokes,
Yes the theme is a bit obscured. There was supposed to be story elements that would explain it. Basically you are an old man who gains inhuman powers from a sword. There are some hints of the original plan on tutorial level's walls where the sword communicates with you via text.
There was supposed to be maniac audio comments every time you kill someone or if you die. Unfortunately I had to cut out all these kind story elements that explain the theme :(
Takashy87, you can climb on walls. The jumping is more like a leap forward than upwards jump
Tuism:
Thanks for the feedback. I appreaciate the honesty, but read the comment below regarding the last paragraphs.
Yeah, the controls are not necessarily the most responsible. I wanted the player to try to gain momentum towards a direction and then not be able to change it in a fraction of a second. The idea was that player plans his general angle of attack for each room. And especially in open areas.
As a result I decided to ditch the default Unity controllers and write my own. It probably was not the best decission since I didn't have the time to refine and fine tume my own version much at all during the jam.
Click to grab a weapon I agree as well. I'll probably add some kind of indicator when it's available. I also made enemy collision boxes smaller as a last minute adjustment which makes it even harder to hit the button at the right time.
Yes it a derivative game to some degree⦠but so are most of the entries in the jam (including yours). This has parts of Superhot's time slowdown effects. But I wouldn't call it Superhot. The result is perhaps closer to Max Payne style room-to-room time management in my opinion. My main inspiration was actually Hotline Miami and it's extremely hard levels that are repeated to perfection. The game was much more difficult than it currently is. I decided to lower the difficulty because I thought that 95% wouldn't play it past the first 3 tutorial levels :) Visual inspiration was from Mirror's Edge and Unity tech demoes.
I wouldn't call it a ācloneā of any of those games really but thats open for interpretation.
Tuism:
Okay, critisism is fine. You provided lots of good feedback which I appreciate. Thanks for those. I'll commented them separately above
Tuism: āEspecially seeing how it really doesn't fit the theme I guess you had prepared beforehand. Triple meh. ā
However the quote here is not fair. Far from it. Actually, it's plain insulting towards a fellow jammer!Are you seriously implying that I prepared something beforehand and then you don't provide any kind real reasoning to your claim? How can I defend in any way against your accusation?
You need to provide what exactly you think I provided beforehand if you write a comment like that.
I started a fresh project the day the theme was announced. No art work was reused. All source that I referred to or modified were publicly available standard Unity stuff, documentation. etc. I've never made anything remotely similar to this game. In fact, I don't remember making a FPS game from ground up before which probably explains the control issues the game has.
My only real preparation for this LD was that I decided to make a 3D game for once. That's because my 4 previous jams were all 2D games. I had skimmed through the themes just like everyone else.
I'm fine that you don't like the game, I'm also fine if you said āI don't like your game and it didn't fit the themeā. But you're basically saying that you don't like the game AND I prepared something beforehand.
I explained why the game didn't quite fit the theme separately in the description and as a response to an earlier comment. Basically the melee weapon was supposed to be a maniac personality who speaks to you and does things that you don't necessarily want to do (kill people). 90% of that I had to cut out. And I agree that it doesn't fit the theme very well at all as a result. I uploaded the entry anyway because I put so much work and effort into it and because I was proud of it.
Not fitting to theme doesn't justify you to go and throw the worst possible insult towards me in the comments section of an entry.
Alright cool, thanks for clarification.
And mechs are always cool. Can't go wrong with mechs :)
Thanks for comments everyone :)
@Evergreen Games, I used couple of hours trying to fix the see-through blood effect. Decided to call it "a feature" after that :) It can be quite disorienting.
Many have said that the guns are too weak and I agree. My current post-jam version already has much higher weapon damage.
Great concept. Didn't get very far. Always died to those shooter robots eventually.
Pretty fun game and fits the theme nicely :)
Funny game. Pretty difficult though. Didn't get very far.
Pretty cool game :) I wasn't quite sure what to do with the enemies. Reflect their shot somehow?
Lovely game. Great job :)
Loved the swapping mechanics :) The game looks nice, has great idea and innovative gameplay.
Well done TwiiK!
Brilliant! :D
Doesn't load for me. I'm using Firefox. Tried to reload etc.
Pretty cool little game :) Perhaps some sort of visible hit effect would be cool for projectiles. Good job!
Awesome! Better than Minecraft! :)
This is awesome :D
Would be hilarious with actual baby models crawling around.
Reminds me of my chemistry classes :)
Something like this could be used as a learning game
Pretty cool and looks nice. Hits great to the theme.
Perhaps some more strategic choices would be nice though and perhaps the sun could move over time.
@TeamEagle Yeah, AI was essentially broken. I added a post jam version which fixes some of the most critical issues. Still many left though :) Thanks for the feedback!