Destructo Island by morbidcamel101

The Game
Available for MacOS, Windows
* DOWNLOAD HERE *: https://github.com/JohanOtto/Destructo/releases
The Brief
Captain Destructo has his own private island. A small world full of combat drones. The captain's weapon of choice is the MOAG, a multi-purpose gun with powerful nuclear capabilities. The nuclear rocket attachment is especially effective at taking out multiple enemies at once. The scope is a must use accessory and the captain executes his kills with precision.
Captain Destructo has never been killed until now....
The Team
- @MorbidCamel101 - Cayman Islands
- @MrKenz0 - California
We are very pleased with the result although with a little bit more time we could have unleashed the code! The code allows for amazing flexibility it was surreal to see it all come together so quickly in the end. We donate our journey to the public realm with the hopes of inspiring more indie developers to take the dare!
@morbidcamel101 says:
Check the controls and use the scope! Also - try and make some chain nuclear explosions by sending a rocket and then time as many MOAG bullets to a group of targets and see how big and destructive you can get!
@mrkenz0 says:
Get to higher ground! Not only for a tactical advantage but enjoy the scenery!
Built in 72 hours using Unity (Unity ROCKS!).
- Full commit history: https://github.com/JohanOtto/Destructo/commits
The Journey
- MorbidCamel Twitch Channel: https://www.twitch.tv/morbidcamel101
- MrKenz0 Twitch Channel: https://www.twitch.tv/mrkenz0
Problem solving was recorded in TribalMind
https://www.tribalmind.co/Journey/ludum-dare-38/5243
This project is now in the public realm... If we can do it - so can you! Take the dare!
Game Play Video
https://www.youtube.com/watch?v=zeBlsU5Yxwg&feature=youtu.be
Screenshots

Ratings
| Overall | 622th | 2.949⭐ | 41🧑⚖️ |
| Fun | 544th | 2.872⭐ | 41🧑⚖️ |
| Innovation | 750th | 2.051⭐ | 41🧑⚖️ |
| Theme | 706th | 2.5⭐ | 42🧑⚖️ |
| Graphics | 455th | 3.317⭐ | 43🧑⚖️ |
| Humor | 648th | 1.694⭐ | 38🧑⚖️ |
| Mood | 632th | 2.684⭐ | 40🧑⚖️ |
| Given | 57🗳️ | 72🗨️ |
Unfortunately, using the laser didn't always work as often the game slowed down to an absolute 0 FPS crawl, as though there was some loop happening. It also caused the drones to... disappear. Blowing everything up was the only way to alleviate that problem.
Aiming is a bit tricky but overall it was fun.
Great job :)
|+ The drones were a simple but sweet enemy to tackle.
|+ The Zooming of the scope felt really nice and an appropriate level of zoom for the combat area.
|+ Movement seemed standard but effective/smooth.
|- The left mouse shooting felt almost worthless and relatively clunky/ineffective, especially with the seemingly irrelevant need to reload.
|- The rocket ended up feeling unintuitive because of what felt like a hidden reloading period (I couldn't see anything tracking it unlike the standard bullets, but after an amount of shots it had some delay. Not being able to see that delay made it feel really awkward to use/rely on).
? I think what might have helped most was swapping the standard bullet tracker/reloader to make those standard shots limitless, with the rocket instead tracked to maybe 3 rounds with a significant reload time to give them more value/impact.
Also even on easy I seemed to die when I was hit once, so the healthbar seemed unnecessary and if you made the premise that you couldn't get hit once it'd remove unnecessary UI/lost screen space and add more immediate tension/understanding of the game loop.
I feel like the effect of both bullet types really need tweaking but it'd effect the gameplay too much for it to feel a part of what goal you had for it so definitely take this suggestion with a grain of salt.
Making the left mouse bullets a bit larger/faster, and having them knock the drones back (maybe also temporarily slow them) could give the player a feel of control as they tweak their situation while trying to get perfect shots with the rocket with additional tension built when it needs to reload (if you also take the suggestion of swapping that reload with the left click reload). And more could still be built off that.
Regardless it's still a nice effort with clean UI and all for a short development period so nice work with it :).
1. The drones being on top of you has been fixed and we'll include in another post-jam release
2. The reload being on the right click we'll take into consideration
3. Tweaking of the bullet damage and NPC strength is a great suggestion. We think we have a balance in the latest code base
4. Knocking back the drones and slowing them is a great suggestion. We actually did intent to do that but the forces weren't correct - again - an update to follow
5. Rockets have been reworked and they will be heat seeking missiles in a future release. Great job of spotting the hidden reload time. We've reduced that already
I played it again to rate it, it was fun though. I did manage to land in extreme mode and it was a big mess. I don't know if I found a way to "break" the game but it was easier in extreme than in Normal as drones come at you really fast and didn't manage to hit me as I was always moving ;)
If you were to keep developing this I would recommend making the shooting feel more impactful, feedback on landed shots for example.
First one was the zoom, because the sensitivity was the same I found it really hard to aim properly, only with standing still it was somewhat possible.
Second problem was after some time the game became flickering, switching from zoom to not zoom without pressing any button and also the models started flickering. But I don't know if that problem was from my end.
Still a fun game and a good entry :)
The cursor texture was missing (black square).
The enemies' bullets could pass through the mounts.
The mouse sensibility could be a little lower when zooming. I found it hard to aim at them.
Extreme is very hard, which is a good thing. First time on that difficulty, I didn't even see death coming, it landed right on my head. Really fun game though. Great work.
Amazing result for two people !
I have a few suggestions for you... The drones flying just over the player quickly was quite annoying, maybe make sure the drones hover a distance away so it's possible to see them and shoot them. Also, many things control-wise were a little buggy feeling in my opinion; zooming felt odd as it sort of flickered the FOV, footsteps sounded inconsistent... In fact zooming was pointless as projectiles flew too slowly. The map was way too big for the projectiles used in game, raycasts would have been better for picking off distant enemies.
All in all the island looks good and the art and sound design is pretty great for jam! Good work.
The gameplay itself was fine, even though I wish it could've felt a little more intense. At least when I played it, I kind of just stood in the same spot strafing back and forth as a I tried to shoot drones far away that wouldn't come towards me. If they'd ganged up on me more actively it probably would've felt more intense.
As for the controls I had a few bugs. About 50% of the time when I used shift to zoom in, zooming back out made my character jitter uncontrollably. It was as if I just couldn't get a proper foothold, and the resulting "overlay" effect made it almost look like the game was in stereoscopic 3D. Considering shift also was a sprint button, this resulted in me having to zoom whenever I wanted to sprint.
Liked the audio, the sound effects and the music fit in with the theme of your game. I think with slightly more polished graphics, or more dedication to a cartoony style, and some bug fixing, this could be quite an enjoyable wave shooter. Well done on your entry!
Pros:
+ Bump maps
+ Light probe in weapon? Ooooh, shinyyy :grin:
+ Levels of dificulty
+ Good menus
+ Dat in-game jam page link
+ The goal is clear, as the enemy counter *decreases*
+ Water reflection
Cons:
- It seems to me it is not feasible to play Extreme mode, and kill a wave (but I am not sure)
- Maybe I am terrible at FPS games, but to me it feels like the bullet speed is altered by **current** camera transform values. I don't know, the aim just feels strange. :smiley:
Good thing my PC didn't explode, the processor's cooling paste is outdated, so it cannot run at maximum capabilities. Therefore, when a game does not limit FPS, its not unusual to see my PC shutdown to prevent overheating. :rofl:
* Please, please, please remove the default Unity footstep sound. I really wish they would get rid of that sound effect as it's the most annoying footstep sound ever recorded.
* You have not disabled the "Shift to run" key so when you press Left Shift, as well as zooming, you start running.
* The rocket seems to fire in a straight line making it no better than the default fire. If it was heat-seeking or laser guided then it would seem more useful. At the moment it seems no better than the primary fire.
* The sky box just stops at the horizon which would be fine if you didn't start above the world and able to see it so clearly. It's the first thing you see after all.
Despite my gripes (I'm old so I'm allowed to complain) this is a fantastic achievement in such a short amount of time.
I had a little shaking picture, maybe it's my old computer.
Cool graphics, but not much gameplay for me... Maybe it's just subjective.
Is the initial fall intended?
The zoom feels strange also...
Thanks for sharing!
https://www.youtube.com/watch?v=wbi09HIq8YA
This game has a really nice environment, good soundtrack, it's a visually interesting place and the spotlight effect is neat. However, it's really lacking audio feedback for projectiles impacting against the enemy, or the player being hit (though on reviewing my footage it seems like one hit kills me), but feedback would make the game more satisfying imo. Once a few of the drones are after you, it seems like running around is necessary, as all of their projectiles will basically always miss you. Anyway nice work, the game is nice to look at and was interesting to play.
https://ldjam.com/events/ludum-dare/41/hype-time