Radiant Red by PixelMind
Keep your momentum to win. Don't stop!
This is super fast FPS melee game inspired by Hotline Miami, Super Hot and Alien vs Predator series.
You automatically kill enemies if you get close enough. You can grap enemy weapons during bullet time or after they are dead. It's usually better to take weapons during the bullet time and use the weapon on any enemy nearby.
Fast continuous kills are what the game tries to emphasize :)
CONTROLS:
Move : WASD
Space : jump / leap - Aim upwards and have initial velocity to leap further.
Mouse1 : Steal weapon from an enemy
Mouse2 : Drop weapon
Theme (and the lack of) explained:
You play as an old man who gains power from the sword that you use to kill. The sword is kind of a really blood thirsty maniac personality who basicly is controlling you in many ways.
This is not communicated very well. I had to cut out loads of story related things that were supposed to explain this. There was also supposed to be audio comments from the sword every time you die or you kill someone etc. These obviously didn't make it and the theme is kind of obscured.
There are hints of the original story in the first 3 levels where you can see the written messages of the sword painted on walls.
:: POST-COMPO UPDATE/CHANGES ::
I had to move to new version of Unity to build WebPlayer version. Unfortunately this broke some of the shaders, made level 1 lighting almost black and lost all project layers. I had to fix these manually. There was no adjustments to gameplay that I'm aware of.
Windows exe ( Unity 5.01p) is still the original version if someone wants to compare them. Web player is post-compo Unity 5.01f build.
This is super fast FPS melee game inspired by Hotline Miami, Super Hot and Alien vs Predator series.
You automatically kill enemies if you get close enough. You can grap enemy weapons during bullet time or after they are dead. It's usually better to take weapons during the bullet time and use the weapon on any enemy nearby.
Fast continuous kills are what the game tries to emphasize :)
CONTROLS:
Move : WASD
Space : jump / leap - Aim upwards and have initial velocity to leap further.
Mouse1 : Steal weapon from an enemy
Mouse2 : Drop weapon
Theme (and the lack of) explained:
You play as an old man who gains power from the sword that you use to kill. The sword is kind of a really blood thirsty maniac personality who basicly is controlling you in many ways.
This is not communicated very well. I had to cut out loads of story related things that were supposed to explain this. There was also supposed to be audio comments from the sword every time you die or you kill someone etc. These obviously didn't make it and the theme is kind of obscured.
There are hints of the original story in the first 3 levels where you can see the written messages of the sword painted on walls.
:: POST-COMPO UPDATE/CHANGES ::
I had to move to new version of Unity to build WebPlayer version. Unfortunately this broke some of the shaders, made level 1 lighting almost black and lost all project layers. I had to fix these manually. There was no adjustments to gameplay that I'm aware of.
Windows exe ( Unity 5.01p) is still the original version if someone wants to compare them. Web player is post-compo Unity 5.01f build.
Ratings
| Coolness | 66% | 3 |
| Overall | 3.66 | 163 |
| Audio | 3.31 | 217 |
| Fun | 3.51 | 224 |
| Graphics | 3.67 | 217 |
| Humor | 2.35 | 748 |
| Innovation | 3.43 | 330 |
| Mood | 3.24 | 305 |
| Theme | 2.60 | 988 |
Also the bump-kill concept was very similar of that to Red Rogue, a really nifty idea at that.
Was a bit weird at first but then I kinda figured what you did there and yeah, it works :)
Gameplay is solid, and I'm really feeling the mood you created with the environment art and audio, hyper cleanliness and violins in a demon housing facility.
The gameplay is good and delivers a good vibe. Good work!
It took a while to get used to though, and I think you could've been a bit more direct with how you demonstrate your mechanics.
Other than that very well done!
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 :(
Btw great entry, well done!
The controls are hideously unresponsive, and the first person controls slip and slide so that I never feel like it's going where I want to go (ie where the camera is pointing). There seems to be an excessive force that I'm always "drifting" in my initial direction even after I've turned. It's really annoying.
Then the clicking to grab weapons and whatever seems like a complete crap shoot... I don't know when I can click and how far I can click, so I basically mash buttons hoping something happens.
I see what you're trying, but I don't see it being successful. And being a clone I feel like it's doubly meh. Especially seeing how it really doesn't fit the theme I guess you had prepared beforehand. Triple meh.
The visuals are really pretty though.
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 ”clone” of any of those games really but thats open for interpretation.
Okay, critisism is fine. You provided lots of good feedback which I appreciate. Thanks for those. I'll commented them separately above
Tuism: ”Especially seeing how it really doesn't fit the theme I guess you had prepared beforehand. Triple meh. ”
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 ”I don't like your game and it didn't fit the theme”. 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.
Fact is it looks like a game that had some preparation beforehand because it looks derivative and is well polished. I've seen many people prepare beforehand.
But hey if you didn't you didn't, and that's all good, in that case, well done for getting so much done in so little time :) woo :)
However, the game felt so great to play. The slowmotions, sound effects, particles effects and art are amazing. It was super fun to try and orient strikes to be able to charge through multiple enemies at once (The test map at the end is great for that !)
One of my favorite entries so far. Great job :)
@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.
I almost completed the debug level... got a bit careless at the end! The level designs are pretty good, though I'm not a fan of the textureless appearance.
The shotgun seems redundant, because it is only reliable at ranges where the auto-kill is a better option.
Wall-running and jumping alien-style was awesome. The soundtrack worked really well.
This game could probably be rather successful if you continue it, and two gameplay suggestions if you do so:
1. I never figured out if health automatically regenerated, or if my character had a fixed amount of health. Knowing this would be nice. If there's a fixed amount of health, I would at least like an option to show a health meter, since I never knew how close I was to dying when I attempted the debug level (but did not finish it). I also couldn't tell if getting hurt triggered bullet time, or only getting near enemies.
2. Momentum felt odd when you were not already moving. This is probably intentional, but I think having something closer to a Mirror's Edge feel when stopped would be better, instead of a sluggish feel.
Maybe a bit unforgiving, but i like that ;)
Would love to see a more polished version of this.
Also, the last guy on the last level killed me like 20 times. I managed to beat it though.
Keep it up!
That was really cool!
Liked the mechanics and it was interesting to play!
Don't make the debug level, but I liked the main ones!
5/5!
Also, interesting music for such a game, that was fun :)
P.S. And now I saw that this is the compo entry and I'm really shocked! Great game!
Interesting choice of music but kind of fits too. If only the enemies made a sound when being hit! :D
You should put some screenshots on itch.io if you want more people to play it :)