Desert Evac by DevinStuff
Save your team in this turn based tactical first person shooter game. Control 3 characters in first person mode to fight your way to the evac. https://www.youtube.com/watch?v=0Fj2HloLYxA WASD - walking
Left Mouse Button - shoot
Tab - switch character
Space - top view
Enter - end turn
| HTML5 (web) | https://devinstuff.itch.io/desert-evac |
| Source code | |
| Original URL | https://ldjam.com/events/ludum-dare/41/false-sos |
Ratings
| Overall | 645th | 3.4⭐ | 22🧑⚖️ |
| Fun | 532th | 3.35⭐ | 22🧑⚖️ |
| Innovation | 668th | 3.25⭐ | 22🧑⚖️ |
| Theme | 649th | 3.525⭐ | 22🧑⚖️ |
| Graphics | 854th | 3⭐ | 22🧑⚖️ |
| Humor | 909th | 2.25⭐ | 20🧑⚖️ |
| Mood | 1017th | 2.675⭐ | 22🧑⚖️ |
| Given | 4🗳️ | 0🗨️ |
I have question regarding that "green dude shooting himself" bug. How exactly can it be done? I tried to replicate that bug but I can't do it.
-Fixed the bug where the player character could shoot itself (friendly fire was not removed)
-Fixed the bug where player character could get on top of the stone, out of reach of the enemies.
-Adjusted rock colliders that didn't align with the visible mesh.
-Adjusted player character colliders that didn't align with the models, making their hitboxes bigger then were meant to be.
-Fixed bug where player could still control their character even with open menu.
-Adjusted the menu panel size so the buttons don't "spill out".
-Made UI text bigger as previously it was extremly hard to read in full resolution.
-Fixed the issue where a green man's pistol model was in a wrong layer making it visible when it shouldn't be.
-Adjusted enemy positions that previously were so far away they were practically harmless.
-Included missing people in the "Credits" menu panel.
-Fixed the issue where mouse movement would be unresponsive and choppy at Low and Very Low quality settings
-Adjusted the volume of sounds that were too quiet
1. this game is reaaally easy, so make it a bit harder
2. the pacing is fine, just make it literally quicker
3. Also make it take less turns because otherwise its very monotonous
other than these things I liked this game! Nice job!
Anyway i suggest you actually continue making this game and even polish it/improve it and make it into a proper game.
I did have a few issues with it. Primarily that tactics and planing plays almost no role in the game. I enjoyed that I could only fire one gun every second turn, but there could have been more of these challenges, because the game was simply too easy and too long. The art was a bit inconsistent, like the model quality of robot was so much different from the model quality of everything else. I liked the ground and rock texture, but you could have just made everything with simple colors like the characters, that way everything would be more cohesive.
All in all, nice job, I am sure, it's difficult to balance something like this, and for a weekend you did a great job!
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
I was wondering if I was supposed to just survive as long as possible until I noticed the tiny black text in the top right with my objectives on it. That's the one thing I would recommend improving: making the goal text more noticeable. This could potentially be done by putting a solid colored background behind it, so the text pops more.
All in all, I enjoyed this - chalk this up as another Ludum Dare 41 entry I'd love to see more of in the future.
-Fixed the bug where "credits" and "how to play" windows would stay on screen even after turning off the menu.
-It is now impossible to select a dead player character.
-Fixed bug where after astronaut's death, his pistol would still be visible floating in the air.
-Enemies no longer pursue and attack player characters that died in the previous turn (they'll still pursue and attack character that died in the same turn, unfortunately this problem is too deeply rooted).
-Fixed bug where character's collider would not disappear after their death.
-Fixed error where enemies would try to find players even if they were all dead.
-Changed the first-person pistol model's shading from "smooth" to "flat" to make it consistent with the rest of the models.
-Enemies now deal 2x more damage.
-Adjusted the enemy spawns to make the game more challenging and interesting.
Also when you said "I was surprised that I didn’t see more turn based fps games" do you mean there's at least one more turn-based fps or that this is the only one you've seen? I also though there'd more turn-based fps entries, but I couldn't find any.
http://ld41-matrix.appspot.com/