Mission Power On by FuriousWitch

Story:
You are a team member in an exploration expedition on another planet. Your human teammates sent you to explore the planet when you were captured by another artificially intelligent entities. They took you to their base and hacked your system to reprogram you to work for them. But you rebooted and overrode their changes and now you are ready to go back to your fellows. But first, you have to destroy these waves of drones standing between you and the exit.
Instructions:
Destroy all the drones to escape. Pick up the drone's batteries to recharge yours. Occasionally, some drones will drop med kits that you can use to fix yourself.
WASD to move Rotate and shoot with mouse
Web build: https://furious-witch.itch.io/mission-power-on
Thanks, and enjoy!
P.S To be added in post jam version:
Health pack sound effect
replay message in case of dying
Acknowledgements
Thanks for the people who made these great assets. Couldn't do it without you guys :)
Music: http://u3d.as/y82
Fight bot (player): http://u3d.as/5QR
Enemy drones: http://u3d.as/6CD
Modular walls for the arena: http://u3d.as/ha5
Batteries: http://u3d.as/8ux
Med kit (deprecated): https://www.assetstore.unity3d.com/en/#!/content/67078
Exit door: http://u3d.as/9hZ
Health and power bars (UI): http://u3d.as/S7a
Ratings
| Overall | 703th | 2.917⭐ | 26🧑⚖️ |
| Fun | 620th | 2.833⭐ | 26🧑⚖️ |
| Innovation | 813th | 2.208⭐ | 26🧑⚖️ |
| Theme | 712th | 2.958⭐ | 26🧑⚖️ |
| Humor | 539th | 2.045⭐ | 24🧑⚖️ |
| Mood | 702th | 2.625⭐ | 26🧑⚖️ |
| Given | 20🗳️ | 11🗨️ |
Anyway, good job overall and I'm curious to hear what story you got in your mind for this game (maybe write it down in the description?). One more thing: The ending was a bit disappointing. The door opened, but I wasn't able to go through. Bug or just missing content? :)
I also had the idea of blocks for hiding as you said but the time was too short. Sorry about not writing any details but I was totally fried after I finished which is the cause of the ending bug as well. Forgive me :)
But these are really minor issues for what I assume was a one-person project, and with more time I'm sure they can all be easily addressed. What matters is that the game works and is fun, and you have pulled these things off nicely.
My suggestion for next time would be to focus on your mechanics and polish with less emphasis on story. Story is nice to have, but a game without mechanics and polish is at best unoriginal and at worst broken (please do not take this as a condemnation of your game for being unoriginal, Heck look at mine, it's just another twin stick shooter like yours), whereas a game without story can still be amazing. This especially rings true, if the story has no actual weight upon the gameplay itself. A good story takes time, and in a game jam, time is not a commodity that can be spent willy-nilly. For a game jam, I would much rather see a game that is interesting and takes risks than one that plays it safe (again, not saying that this is bad, I played it safe this time too).
Just some food for thought. Great job!
Well done, nice job
Some improvement suggestions:
* There should be an indication (sound?) when the player hits an enemy. I didn't quite get it the first time that I was hitting it. I just thought I was pushing the enemy...
* There should be a scoring system and a highscore to compare rounds. Only after reading the comments I was aware that I can actually beat this game by killing all enemies. This should be communicated more directly. Before I thought I had just to beat endless waves...
* The controls are not that fluent. The player should be able to work diagonally.