A Small Twinstick...ish by OneMysteryMan

[raw]
made by OneMysteryMan for LD 38 (JAM)

0.jpg

Full size images: https://imgur.com/a/O1hIT

Tools used

  • Engine: Unreal Engine 4.15
  • Background: Photoshop CS4 / paint.net
  • Sounds: BFXR
  • Music: AudioTool

Controls

  • Move: WASD / Arrow Keys
  • Aim: Mouse
  • Shoot: Left Mouse Button
  • Pause: Escape / Space Bar

Links

Ratings

Given 4🗳️ 3🗨️

Feedback

BadRAM
30. Apr 2017 · 07:00 UTC
fun! the game moves very fast, it was quite difficult for me to keep track of my character and deal with the enemies at that speed. also the bullets and enemies all moved at very similar speeds, and were similar enough graphically that in the heat of the moment they were more or less indistinguishable. I would recommend making the bullets less similar to the enemies in size, movement speed, and color to make quick recognition and dodging easier. graphically, it looks very good. the minimal style stands out from the typical 'lo-bit' minimalism you see in ludum dare submissions. the sound design is solid. while it may not be diverse, the music serves it's purpose and the sound effects are clear and dont grate on the ears after a while like many BFXR sound effects can. good work, I will be sure to rate your game when rating goes live.
Richard Michael Smith
01. May 2017 · 23:17 UTC
The game actually reminds me of some classic C64 shooters (such as "Eagles" by Hewson) and I really want to love it...but there are a few little things that just stop me from loving it:

* Why can't I play with my 360 controller?? It would be so much better if I could play "A Small Twinstick...ish" with TWIN STICKS (I get why you added the "ish"!)

* The music loop drives me insane! Perhaps that is what you were going for?!?
🎤 OneMysteryMan
02. May 2017 · 05:47 UTC
@badram, Thank you for your feedback.
The difficulty in keeping track of your character was intended, though not as much as it currently is.
In regards to the similar speeds, sizes and colours, I was intending to change these, but due to time I didn’t get around to it. This applies to the sound and music too. It always comes down to time.

@richard-michael-smith, Thanks for playing.
Sorry for no controller support, it was planned and being implemented, but due to time I had to skip it. Some of the stuff for it is still there, but I had to delete most of it as it broke the controls.
I too thought the music was a little annoying (and did kinda like that). Due to time I couldn’t come up with anything better. By default the music starts on medium, but you can turn it down to low or even off in the options.

Perhaps a post-jam build with these changes and others that I might get...