Zero Point by ArcturusDeluxe
ZERO POINT is a twin stick shooter where you score points by grabbing objects such as asteroids scattered around the map, and launching them at foes, in a similar fashion to Half-Life 2's Gravity Gun. Eventually, you will almost certainly die, so get the highest score possible before you get overwhelmed.
CONTROLS:
Right click to grab the targetted object
Left click to launch a grabbed object
WASD to move ship
Mouse to aim
GENERAL INFO:
Grabbable objects include big asteroids, small asteroids, and space junk left behind from destroyed enemies. They are all shown in orange.
There are various foes that you'll encounter, including fighters that take pot shots at you, swarmers which rush you and explode, and carriers which lay mines around the map, which explode when you run into them. Be aware that some enemies take multiple hits to kill.
Look out for green health pickups when enemies die, you have to right click to grab them like you would any other object, just running into them won't work.
POSSIBLE ISSUES:
Be aware you might find the player ship physics to be a little strange in regards to inertia and stopping. This is because Unity's physics system was being difficult, and we didn't have time to properly tweak it.
CREDITS:
We are Nega Drive, and we consist of:
Richard Dunn aka ArcturusDeluxe (that's me!): graphics, music, design
Matthew Jenkins: coding, design
CONTROLS:
Right click to grab the targetted object
Left click to launch a grabbed object
WASD to move ship
Mouse to aim
GENERAL INFO:
Grabbable objects include big asteroids, small asteroids, and space junk left behind from destroyed enemies. They are all shown in orange.
There are various foes that you'll encounter, including fighters that take pot shots at you, swarmers which rush you and explode, and carriers which lay mines around the map, which explode when you run into them. Be aware that some enemies take multiple hits to kill.
Look out for green health pickups when enemies die, you have to right click to grab them like you would any other object, just running into them won't work.
POSSIBLE ISSUES:
Be aware you might find the player ship physics to be a little strange in regards to inertia and stopping. This is because Unity's physics system was being difficult, and we didn't have time to properly tweak it.
CREDITS:
We are Nega Drive, and we consist of:
Richard Dunn aka ArcturusDeluxe (that's me!): graphics, music, design
Matthew Jenkins: coding, design
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.45 | 313 |
| Audio(Jam) | 3.66 | 133 |
| Fun(Jam) | 3.30 | 326 |
| Graphics(Jam) | 4.10 | 141 |
| Innovation(Jam) | 2.94 | 620 |
| Mood(Jam) | 3.32 | 330 |
| Theme(Jam) | 3.21 | 624 |
Check ours too http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=44367
I would love to see an expanded version of this game. It really has potential!
I wasn't really bothered by the inertia though. It didn't take long to get used to, and if you guys work on this more it might be worth considering designing around it.