Evolution of Man by tupperwarespoon
"Evolution of Man" is five differnt genres of games from simple platformers through to a third person shooter. The game tells a story of the evolution of games through these different genres.
Controls change in each world:
1st world: WASD or arrows
2nd world: WASD move, space to jump, hold shift to sprint.
3rd world: WASD move, space to hit, ctrl to pick up.
4th world: WASD move, left click to fire, space to open doors
5th world: WASD move, left click to fire
The game runs best in Full HD, other wise occasionally some objects get left off the screen to the left.
Game was made in Unity, using only free or open source tools, and 1 creative commons font. Made by Duct Tape Games, a 3 man indie development team.
WebPlayer version doesn't seem to want to show up, but its at: www.ducttapegames.com/Evolution/WebPlayer.html
Controls change in each world:
1st world: WASD or arrows
2nd world: WASD move, space to jump, hold shift to sprint.
3rd world: WASD move, space to hit, ctrl to pick up.
4th world: WASD move, left click to fire, space to open doors
5th world: WASD move, left click to fire
The game runs best in Full HD, other wise occasionally some objects get left off the screen to the left.
Game was made in Unity, using only free or open source tools, and 1 creative commons font. Made by Duct Tape Games, a 3 man indie development team.
WebPlayer version doesn't seem to want to show up, but its at: www.ducttapegames.com/Evolution/WebPlayer.html
Ratings
| Coolness | 63% | 3 |
| Overall(Jam) | 3.13 | 118 |
| Audio(Jam) | 2.32 | 163 |
| Fun(Jam) | 2.90 | 126 |
| Graphics(Jam) | 3.00 | 157 |
| Humor(Jam) | 2.71 | 85 |
| Innovation(Jam) | 3.29 | 60 |
| Mood(Jam) | 2.84 | 112 |
| Theme(Jam) | 3.84 | 19 |
Nice effort!
The music gets annoying fast :P
Anyway, great game, good ideas!
However, controls are a bit painful...
Fighter Level (AKA Double Dragon level)- Spawning off screen.
If you die, on some (all?) resolutions you will spawn off screen to the left.
Not sure how it happened (worked fine during dev), but you should be able to walk back on. The "next screen" triggers are also a bit off screen to the right.
Third Person level (AKA Shitty Console Port level) - The "blood" is your health indicator, it will fade if you stop taking damage for a few seconds. Most of the walls in the level will provide adequate cover to stop the enemies from being able to shoot you.
Unfortunately I forgot to set the health back to full at the start of the quick time event, so if you are at low health when it starts, it will be a pretty crappy experience.
Sorry about that, we unfortunately ran out of time do do much polishing.
Also, the controls were a bit wonky.
I think you need some more polish and you need to take full advantage of Unity's functions and capabilities.
The only downside to your approach is that each of the levels ends up feeling a little rough and unpolished - but I'm pretty amazed at how much you managed to get done in 72h!
The future is a quick time event? Q_Q
Difficulty curve was also quite good. Could have wished for some more evolution in the sound, too short sound loops :) A couple of small issues: Respawned outside screen in level 3. Hard to detect doors in the FPS level.
On a side note, the controls in the platformer felt a little floaty, and the camera was too zoomed in and scrolled a bit too slowly, especially when you were falling.