2.5Dino Arena by loopinlouie
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Instructions:
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Try to survive the waves of space dinos and get a high score. The game is played in a 2.5D perspective and aiming the mouse around your character will shoot around him in 360 degrees. This means that if you aim above him, he is actually shooting behind him, not above. The bullets have a falling arc that can be used to spray down at the Dinos at lower elevations. The jetpack is best used in short repeated bursts, allowing you to climb in elevation. Use your shadow to try make sense of your Y/Z position.
NOTES:
- when you die, your player flies up into the air
- respawning drops you into the fray, so prepare to jetpack to avoid dinos below
- gameover screen fills with dinos (close tab quick. if it gets stuck, click out of firefox, then back on background of webpage, then close tab)
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Controls:
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WASD/Arrow Keys = move
LMouse = shoot
RMouse = jetpack (jump if no fuel)
Space = jump
-/+ = zoom in/out (in case resolution isn't behaving)
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Dino Types & Power-Ups
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Brown Dino - Basic
Yellow Dino - High health, drops health
Blue Dino - Drops ammo charge rate booster
Green Dino - Light and nimble, likes flying, drops fuel charge rate booster
Red Dino - hits hard, drops a powerup that increases your max life and fills your life bar. if you pick it up when you have full health, you get a life
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TLDR Stuff
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I was using some old unity scripts that i copy pasted from heavily, like the tile renderer (more like positioner). I made all the sprites from scratch, and I am kind of new to pixel art, so would love feedback on that specifically. I wrote the songs in the past, one song i finished just last week, and i remixed it during the jam. I opted out of judging because I cant really write songs on the spot, but i would like feedback on the tracks in the game, like down in comments, or for people to check out more of my tracks at
------=====+{{{{{[[[[[[((((((( https://soundcloud.com/flyingbastion ))))))]]]]]]}}}}+=====------
I was awake for 2 days straight at the end, and then I slept a good 13 hours. I fixed a few things after I awoke:
- moved health, score, wave timer on HUD to left of screen, in case 4:3
- fixed aiming bug where it wouldnt let you aim outward when near front and back of arena
- checked the checkbox for SystemMusic enabled (doh...)
- put a hard limit on bullet and jetpack bursts (before it was just doing it as fast as your cpu could handle, so on faster cpu's jetpack was worthless)
- moved player to top left corner of screen when gameover (so you will notice the gameover text easier)
- fixed yellow dino's health to actually be higher than other dinos
- fixed camera zoom in and out to stop lerping once desired distance reached (the constant lerping was making weird blue lines when the textures were stretched oddly)
- turned the XML map file into a TextAsset in Unity so I can make web player, mac version, linux version (yay!!)
- rebalanced dinos for 5 minute game instead of 15. Removed first song so more people will hear the second song, which I actually remixed for the game specifically
- fixed dinos knocking you into blocks, getting you stuck inside it, making progress impossible
Instructions:
------------------------------------------
Try to survive the waves of space dinos and get a high score. The game is played in a 2.5D perspective and aiming the mouse around your character will shoot around him in 360 degrees. This means that if you aim above him, he is actually shooting behind him, not above. The bullets have a falling arc that can be used to spray down at the Dinos at lower elevations. The jetpack is best used in short repeated bursts, allowing you to climb in elevation. Use your shadow to try make sense of your Y/Z position.
NOTES:
- when you die, your player flies up into the air
- respawning drops you into the fray, so prepare to jetpack to avoid dinos below
- gameover screen fills with dinos (close tab quick. if it gets stuck, click out of firefox, then back on background of webpage, then close tab)
------------------------------------------
Controls:
------------------------------------------
WASD/Arrow Keys = move
LMouse = shoot
RMouse = jetpack (jump if no fuel)
Space = jump
-/+ = zoom in/out (in case resolution isn't behaving)
------------------------------------------
Dino Types & Power-Ups
------------------------------------------
Brown Dino - Basic
Yellow Dino - High health, drops health
Blue Dino - Drops ammo charge rate booster
Green Dino - Light and nimble, likes flying, drops fuel charge rate booster
Red Dino - hits hard, drops a powerup that increases your max life and fills your life bar. if you pick it up when you have full health, you get a life
------------------------------------------
TLDR Stuff
------------------------------------------
I was using some old unity scripts that i copy pasted from heavily, like the tile renderer (more like positioner). I made all the sprites from scratch, and I am kind of new to pixel art, so would love feedback on that specifically. I wrote the songs in the past, one song i finished just last week, and i remixed it during the jam. I opted out of judging because I cant really write songs on the spot, but i would like feedback on the tracks in the game, like down in comments, or for people to check out more of my tracks at
------=====+{{{{{[[[[[[((((((( https://soundcloud.com/flyingbastion ))))))]]]]]]}}}}+=====------
I was awake for 2 days straight at the end, and then I slept a good 13 hours. I fixed a few things after I awoke:
- moved health, score, wave timer on HUD to left of screen, in case 4:3
- fixed aiming bug where it wouldnt let you aim outward when near front and back of arena
- checked the checkbox for SystemMusic enabled (doh...)
- put a hard limit on bullet and jetpack bursts (before it was just doing it as fast as your cpu could handle, so on faster cpu's jetpack was worthless)
- moved player to top left corner of screen when gameover (so you will notice the gameover text easier)
- fixed yellow dino's health to actually be higher than other dinos
- fixed camera zoom in and out to stop lerping once desired distance reached (the constant lerping was making weird blue lines when the textures were stretched oddly)
- turned the XML map file into a TextAsset in Unity so I can make web player, mac version, linux version (yay!!)
- rebalanced dinos for 5 minute game instead of 15. Removed first song so more people will hear the second song, which I actually remixed for the game specifically
- fixed dinos knocking you into blocks, getting you stuck inside it, making progress impossible
| Web | http://www.halfwidth.net/static/DinoArena_Fixed_Web/DinoArena_Fixed_Web.html |
| Youtube | http://youtu.be/T-kRVscqqbs |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=44470 |
Ratings
| Coolness | 89% | 2 |
| Overall(Jam) | 3.19 | 524 |
| Fun(Jam) | 3.09 | 463 |
| Graphics(Jam) | 3.43 | 428 |
| Humor(Jam) | 2.53 | 536 |
| Innovation(Jam) | 2.83 | 635 |
| Mood(Jam) | 2.96 | 557 |
| Theme(Jam) | 3.56 | 497 |
Tiles are overly busy when compared to the player.
Sound is really grating.
No logic at all to what is actually happening at any given time.
Im not sure what this was supposed to be?
-Alucardx60
It was magnificent.
Too bad it crashed my computer :D
Even aside from the odd perspective making it hard to see where you are, even with the shadow, the dark colors make it VERY hard to see. Things blend in really easily.
Kudos for hard work on complicated stuff! I hope you got some much-needed rest.
- The soundtrack
- The amount of content (many dinosaurs/boxes)
- The controls (felt intuitive and responsive)
- The jetpack
Disliked:
- The "nighttime". Made it too hard to see the character and was an eyestrain. Maybe limiting the character's field of vision, rather than dimming the whole screen would better accomplish this.
- The sprite VS background contrast. Bullets, dinos and the character all looked very similar to the background, which was an obstacle to play.
Nice entry overall! Shooting dinos is fun :D
Well done for the 2.5D it feels like it works :).
The pixel art itself is well done, though you might want to rethink your palette and work on the dinos themselves. The environmental sprites are very good, the gunner sprites are very good, but currently the dinos look a lot like frogs. :) So it's 2.5 Frog Arena instead of Dino Arena right now. Going for an isometric view of the dinos, or a side-view of the dinos might work a lot better for that.
Visual differentiation between levels needs to be worked on quite a bit. Using different materials (sand, dirt, rock, grass) for each level would be a lot more effective than mucking up your color scheme with light/dark shading. Using metal boxes and crates at the bottom of the barrel towers could help, as well.
The gunner dude did HANDLE pretty good. It was a little bit floaty, but I didn't find it too hard to control. My only gripe about jumping around is that the backs of the hills are completely flat. I'd often lose sight of myself behind the hills, have nowhere to jump up, and then get ambushed by dinos and dying. The music was decent. It wasn't too terribly annoying, but the quality of the sound could definitely be upped. :)
Also: The game over screen rekt my browser. :( It almost crashed the 2nd time. Might be a good idea to limit the spawn on those game-over dinos. :) Save a browser, limit your spawn rate!
All in all, there are some really decent ideas here. It needs a lot of work, but if you put the time and effort into it, it could turn into something really great.
I feel the 2.5D gimmick does not anything to the gameplay and in fact actually distracts from it. The lack of any same-level areas of significant size other than the bottom level at the front means you'll mainly be fighting at the front and/or that you'll mainly be shooting enemies from close up. Which would be great if I had a melee weapon, but with a gun I'd really want to be able to pick off enemies at some distance.
The enemies felt far too similar, and during gameplay I didn't notice any difference between the different types of enemies I killed. They're all rushing at me mindlessly and get killed by shooting at them for a bit. The fact that they all share the same color-swapped sprite definitely didn't help matters; maybe I would've noticed the yellow enemy's higher health better if he'd been larger than the others, for example.
Graphics were unclear and lacked any kind of atmosphere. The 'dinosaurs' didn't look anything like dinosaurs (not helped by them moving nothing like dinosaurs), the level's graphical design seems completely arbitrary (it's...grass hills in a mud field with random barrels stacked on each other for some reason?). The character's sci-fi/diver look didn't have anything to do with dinosaurs or mud-grass-and-barrel fields either. Some consistency in what situation is supposed to be represented here could've made fighting dinosaurs actually exciting.
As others have mentioned, it's hard to distinguish player, enemy and level, and it's impossible to tell visually whether the player or an enemy is standing on the ground at a certain level or jumping at a location more towards the screen. I also feel the powerups didn't really give me any idea of what they're for with their graphics (nor with their pickup sound or any kind of effect or message upon picking them up). Yes, you've listed that in the description, but I won't be remembering the specifics once I start playing. (Furthermore, having to read up on game mechanics shouldn't be a requirement for casual playing of a twin stick shooter.)
The interface elements were too far away from where you're looking during gameplay, and the action keeps you too occupied to check things like your health or ammo (and, considering the kind of game it is, it punishes you for looking away if you do check your status). I was unaware of my current health for most of the game, and I was never sure when I was running low on ammo. Though not a replacement for proper health/ammo visibility, a sound effect or other form of feedback to let you know when your health/ammo is low would really help as well.
The difficulty curve makes no sense. For most of the game, you're just shooting dinosaurs, rarely getting hit, and collecting more than enough health to fully heal when you do get hit. Then suddenly, within the span of a single minute, it suddenly becomes difficult enough to be a challenge, and within that same minute increases to the point where you keep dying every couple seconds because there's enemies everywhere and there's simply no escape. I'm not sure if it's because of ridiculous spawn rate increases or because death/not shooting for a couple seconds causes dinosaur numbers to increase beyond manageable levels, but either way I felt cheated. I was never offered any genuine challenge except for less than half a minute, and then the game got so unreasonably difficult I kept dying without even being able to kill anything. It really killed my motivation to replay the game. A proper difficulty curve increasingly challenges the player and makes him lose when it becomes too much for him to handle and lets him get a bit further every time as he gets more skilled, but a difficulty curve that goes straight from "snoozefest" to "the developer decided you lose the game right here" is extremely discouraging.
I subtracted a point from both Overall and Fun because you have updated the game beyond bugfixes (especially rebalancing the game) after the jam without leaving the original version up to judge, which is against the rules. Part of the difficulty in game jams is having enough of your game finished in time that you can do some polishing; otherwise, everybody could just submit their game in an unfinished state and do all polishing post-compo/jam. While improving your game post-jam is a good thing, the version of the game we are supposed to judge is the one you made during the jam.
The rules have recently been relaxed a bit (even for bugs, you used to only be allowed to fix critical ones), but I will remain strict about post-compo edits as long as they are not excused by the rules. The spirit of the rule is that you don't improve your game post-compo (and having people judge that improved version) to get a higher rating, which I feel you clearly violated in this case. (Getting people to play more of your game automatically leads to higher ratings. I'd be getting tons higher ratings if more people played my game beyond making the most basic items and starving to death before the first winter.)
But, well, if you're in it only for the feedback and not for the ratings, then there's no problem. My lowered ratings are just to prevent a case like this getting undeservedly high ratings.
One drawback is the arena design. Some places blocks your view. Also, I don't find a useful use to the jetpack. The jump is useful enough.
Overall, is an good entry :)