What Have We Created?! by Ranmara
No really, what have we created?!
Perhaps the world is simply not yet ready for our genius. The called us fools! FOOLS! Their lack of vision will finally be their undoing when they face the might of our LAB GROWN GENETIC ABERRATION OF ULTIMATE DESTRUCTION!!
Using the power of SCIENCE you can now create your own monster, and set it loose upon the unsuspecting inhabitants of the city below. See its fire breath as it brings burning oblivion to your enemies. Watch as it topples the tallest tower block. Gasp as bullets deflect off its mighty armour.
Warfare will never be the same again once the most UNCONVENTIONAL WEAPON of all has been unleashed! How long will it survive before the pitiful weapons of mankind bring it to its knee/s?
Programming/Design - Alex Greenwood
Music/Sound - Becky Conning
Art - Samantha Turner
Made using Unity 5, Inkscape, Ableton Live.
If you like the game but want to play a more polished version, here is a link to our ongoing development build. Thanks . http://ranmara.itch.io/what-have-we-created-postld
Edit 21/04/2015 :- Added credits and downloadable link for those who can't play on web.
Edit 2 21/04/2015 :- Added ongoing development link.
Perhaps the world is simply not yet ready for our genius. The called us fools! FOOLS! Their lack of vision will finally be their undoing when they face the might of our LAB GROWN GENETIC ABERRATION OF ULTIMATE DESTRUCTION!!
Using the power of SCIENCE you can now create your own monster, and set it loose upon the unsuspecting inhabitants of the city below. See its fire breath as it brings burning oblivion to your enemies. Watch as it topples the tallest tower block. Gasp as bullets deflect off its mighty armour.
Warfare will never be the same again once the most UNCONVENTIONAL WEAPON of all has been unleashed! How long will it survive before the pitiful weapons of mankind bring it to its knee/s?
Programming/Design - Alex Greenwood
Music/Sound - Becky Conning
Art - Samantha Turner
Made using Unity 5, Inkscape, Ableton Live.
If you like the game but want to play a more polished version, here is a link to our ongoing development build. Thanks . http://ranmara.itch.io/what-have-we-created-postld
Edit 21/04/2015 :- Added credits and downloadable link for those who can't play on web.
Edit 2 21/04/2015 :- Added ongoing development link.
Ratings
| Coolness | 69% | 3 |
| Overall(Jam) | 3.41 | 346 |
| Audio(Jam) | 3.38 | 232 |
| Fun(Jam) | 3.13 | 473 |
| Graphics(Jam) | 3.59 | 361 |
| Humor(Jam) | 3.39 | 258 |
| Innovation(Jam) | 3.83 | 97 |
| Mood(Jam) | 3.31 | 343 |
| Theme(Jam) | 3.73 | 252 |
I too found the building of the creature a bit cumbersome, but got there in the end.
Demolish 8 building and lasted just short of 3 minutes.
Big thumbs up!
The implementation of creating your character was a bit frustrating though. An 'undo' last attachment would be good. Also, getting the right part with the "Flush" option seemed a bit like the lottery and I would have preferred a scrollable list instead.
Liked it!
The problem is you want claws as low as possible because most buildings are small one. So the higher the claw the less efficient it is. It spoils a bit the build mechanic.
Also at some points, building dont play their fall animations when they collapse and just vanish.
The monster building part was nice, though it was difficult to tell by looking at a piece which way it would attack. I understand the green border system, but it didn't quite communicate enough to me. Pushing the armor art more toward the edge of the tile might help.
I had a really hard time using the parts I rolled to make a monster with more than one leg. The minimum height of a leg plus the armor block joining it to the body means you can't effectively attack short buildings. When I finally built a monster that had enough pincers to do some damage, I spawned in a city that was mostly short houses that I couldn't reach. It might help to have the city be all tall buildings, like Rampage.
The art and animation was good. The lab screen served its purpose, though it could use a little more polish and maybe some animation. I'm glad I was able to re-roll the available monster parts, but it often took too long to find what I needed.
I think a better strategy for the grid would be to allow you to place monster parts anywhere and remove them on the fly. When you hit "launch", any disconnected parts could just fall off. There were a bunch of times when I knew where I wanted to use a part, but I didn't have the intervening parts to get there yet. I wanted to place the part in the monster grid and use later parts to build the connections.
The text and the UI could be dressed up a bit. Using a non-system font would go a long way, and Unity's new UI system is really nice for creating good-looking HUDs.
Once you get a monster built, it's satisfying to see them tear through the city (at least when they have enough teeth). The "build it and watch it go" element is fun to play with, and you could spend a lot of time designing monsters if you didn't have the supply limit in place.
Nice work on the art and the monster building in general, though. That's a lot to get done in a short period.