Tori Tori Panic! by fundamental.phantom
Stealth platformer about hunting birds.
Use arrow deflection, trajectories, and clever timing (or possibly 360-no-scoping) to snipe your meal.
Click the word PLAY!
Controls:
WASD or arrow keys to move/jump
Left Mouse Button to aim and shoot (click, not drag)
Coded in 72 hours in Unity for LD36.
Team Toriyama
Code:
zkwen
liyiming-serif
Art:
monchang
http://hyoukasun.deviantart.com/
Audio:
fundamental.phantom
https://soundcloud.com/fundamental_phantom
Post mortem:
http://ludumdare.com/compo/2016/09/05/ld-36-tori-tori-panic-post-mortem/
Use arrow deflection, trajectories, and clever timing (or possibly 360-no-scoping) to snipe your meal.
Click the word PLAY!
Controls:
WASD or arrow keys to move/jump
Left Mouse Button to aim and shoot (click, not drag)
Coded in 72 hours in Unity for LD36.
Team Toriyama
Code:
zkwen
liyiming-serif
Art:
monchang
http://hyoukasun.deviantart.com/
Audio:
fundamental.phantom
https://soundcloud.com/fundamental_phantom
Post mortem:
http://ludumdare.com/compo/2016/09/05/ld-36-tori-tori-panic-post-mortem/
| Web | http://www.cs.cornell.edu/~zkwen/ld36 |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=109779 |
But my biggest concern is, why am I hunting baby birds?
the control very responsive, but i dont like the use of "W" for jumping in platforming, prefer "Space" , using "W" for jumping with WASD scheme control is just very awkward, but i just nitpicking on this, and almost complain the same thing on every platforming game with same control scheme, just my personal preference, but i just feel the need to point it out :D
anyway, the gameplay is fun, very familiar and very hard at the same time, this remind me of "worm" and "gunbound"
the animation very smooth, i also love the color scheme, everythhing so well put together and the scene somehwat relaxing
overall very solid game :D
The camera adjusting to show what's ahead was very unwieldy. It screwed up my aim several times. I would suggest keeping it, but making it adjust based on the way the character is facing/walking, instead of where the mouse is aiming. You could then lock it when they start to aim so you could walk back and shoot forward, etc.