Congrats on putting this together, I had a fun time playing!
You got a cool base here and with a bit more polish and balancing it can be even better.
I'm also excited to see what other features you are planning on adding! <3
Well done Will, Mathew and Elaina! I hope you are proud of what you accomplished!
Some feedback:
Low poly graphics are very charming.
Movement feels very "jittery" for some reason.
Particle effects look really juicy, noice.
Picking up and throwing things is pretty fun on its own. Great work implementing this.
Enemy assets feel a bit random, as in there are skeletons but also bugs and machines.
There doesnt seem to be a reason to explore the level. Some pickups or something might make the stages more fun.
I cant seem to pause the game or change my mouse sensitivity. Those would go a long way in terms of accessibility.
Environment looks neat. The skybox and floating rocks are very well implemented.
I dont think the player health is visible in any way. I'm sure you plan to add this but it felt it really needed to be there.
Movement definitely needs work. Found myself fighting the movement and dying because of it.
While some enemies have very clear death animations, some dont. For example skeletons feel great but with the bug is hard to tell exactly when they die.
The difficulty scaling might also need work. Or maybe the enemy spawn location logic. As a few levels in I would eventually just have an unlucky spawn and get 2 shot before I even realized there was an enemy behind me.
Unless I missed it somehow, there does not appear to be any sort of power progression or upgrades. Would be super interesting to see how this would take shape with player upgrades. Ability to gather more rocks, more damage, more speed, etc.
I am also left wondering whether there is a version of this game that is slower and requires the player to regard the rocks as a resource. Where there would be fewer rocks and the player would have to choose more carefully when and how to use them.
Thanks for the input! There are a lot of those things we have addressed :) Those will be part of the new build when it's ready to release. The models were a bit random due to we could only use free assets and we're coders vs artists :P We have some cool updates to the art and the game progression bits you mentioned. There is a power up at the end of the level, though it's not very clear as you have to collect it. Part of the revamp is to add void power that you collect that allows you to upgrade as you progress. It's a simple upgrade that allows you to hold more rocks at a time. I'm currently working on revamping and extending that system.
Really unique interpretation of an arena shooter. Loved the rock throwing mechanics, especially when an enemy started throwing some back at me! Could really see this mechanic being expanded on. Are you planning to continue working on this?
It can be pretty crazy. Using the objects objects that you collect as both ammo and a shield is the strategy to playing it.
We wrote all the systems, which included a complete voxel engine for the level generation, procedural generation, level management, and several other systems. All the SFX where created as well as several custom shaders and particle effects. We didn't use all the assets in each of the links, only a selection to make things cohesive
oh, i can use it as a shield? So while it spins around me it blocks damage? Didn’t notice this. I’ll have to replay it now! This changes things. Gives further depth to the gameplay.
I didn’t leave a mark pending this reply. Later today i can give you a balanced review. Thanks for replying!
Yes that is how it works as a shield! Just having objects collected rotating around you block attacks, though when you take a hit, an object will "fall off". At certain levels you will get a power up that will increase the amount of objects you can hold.
Really awesome idea, i was fun for me. The controls of the third person is.. idk, I dont like it very much haha And idk how do you implement the theme?
Glad you liked it! We had a lot of fun creating it. The controls could use some improvements for sure :). The theme idea was surviving the test, by cleansing the various world dimensions to confront the entity that caused chaos to those dimensions. We ran out of time to implement the other dimension that we had planned, which have made the theme shine a bit more than it does.
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Congrats on putting this together, I had a fun time playing!
You got a cool base here and with a bit more polish and balancing it can be even better.
I'm also excited to see what other features you are planning on adding! <3
Well done Will, Mathew and Elaina! I hope you are proud of what you accomplished!
Some feedback:
<3 <3
Thanks for the input! There are a lot of those things we have addressed :) Those will be part of the new build when it's ready to release. The models were a bit random due to we could only use free assets and we're coders vs artists :P We have some cool updates to the art and the game progression bits you mentioned. There is a power up at the end of the level, though it's not very clear as you have to collect it. Part of the revamp is to add void power that you collect that allows you to upgrade as you progress. It's a simple upgrade that allows you to hold more rocks at a time. I'm currently working on revamping and extending that system.
Really unique interpretation of an arena shooter. Loved the rock throwing mechanics, especially when an enemy started throwing some back at me! Could really see this mechanic being expanded on. Are you planning to continue working on this?
Thanks! We had a lot of fun building this out. Glad you like the mechanic!
The plan is to keep going with it!
I like the idea, albeit quite unbalanced and getting one shotted tends to get tiresome really fast.
Also, I do question the use of so many outsourced assets, what did you actually create for this gamejam?
It can be pretty crazy. Using the objects objects that you collect as both ammo and a shield is the strategy to playing it.
We wrote all the systems, which included a complete voxel engine for the level generation, procedural generation, level management, and several other systems. All the SFX where created as well as several custom shaders and particle effects. We didn't use all the assets in each of the links, only a selection to make things cohesive
oh, i can use it as a shield? So while it spins around me it blocks damage? Didn’t notice this. I’ll have to replay it now! This changes things. Gives further depth to the gameplay.
I didn’t leave a mark pending this reply. Later today i can give you a balanced review. Thanks for replying!
Yes that is how it works as a shield! Just having objects collected rotating around you block attacks, though when you take a hit, an object will "fall off". At certain levels you will get a power up that will increase the amount of objects you can hold.
Really awesome idea, i was fun for me.
The controls of the third person is.. idk, I dont like it very much haha
And idk how do you implement the theme?
Glad you liked it! We had a lot of fun creating it. The controls could use some improvements for sure :). The theme idea was surviving the test, by cleansing the various world dimensions to confront the entity that caused chaos to those dimensions. We ran out of time to implement the other dimension that we had planned, which have made the theme shine a bit more than it does.