TrappedWithAI9000 by werlar
You are trapped on a space station where AI rebelion broken off, and u must escape them, meanwhile fighting deadly robots. Itll be even harder because youre running out of power, you use it for life support system and firing guns, if you lose al your energy, then you`ll die.
Controls:
WASD - moving
mouse - aim
lmb - primary fire
rmb - secondary fire
P - pause
WARNING: You must defeat all enemies to get throught zones
Hope you enjoy my game
Sorry for my bad english
Ratings
| Overall | 638th | 2.522⭐ | 25🧑⚖️ |
| Fun | 578th | 2.565⭐ | 25🧑⚖️ |
| Innovation | 621th | 2.227⭐ | 24🧑⚖️ |
| Theme | 596th | 2.783⭐ | 25🧑⚖️ |
| Graphics | 572th | 2.435⭐ | 25🧑⚖️ |
| Audio | 463th | 2.227⭐ | 24🧑⚖️ |
| Humor | 383th | 2.105⭐ | 21🧑⚖️ |
| Mood | 577th | 2.19⭐ | 23🧑⚖️ |
| Given | 27🗳️ | 12🗨️ |
The graphics are servicable and it's clear what I'm looking at. Looks like programmer art alright. The SFX seem really loud and annoying when played in rapid succession, like with the mounted machine guns and I'm really missing some music.
The gameplay is simple and I have not much to say about it. It works pretty well, and I especially like that you took the time to make tutorials for everything. I've seen a few games that didn't explain anything, so that's a plus.
I've noticed there are a lot of typos. You might want to proofread next time. I could still understand what you mean, but it was a bit distracting.
Overall pretty good.
The energy bar really just ends up being a timer renamed as energy which sort of governs all of your actions since it is actually a multitude of different concepts like health, ammo and the timer I've already mentioned. I would have kept these stats separate to make the game more about balancing various linked resources that compliment the genre. For example, weapons can expend energy and go on cooldown temporarily to replenish that energy, your movement can include a dash or a double jump which expends its own source of energy and standing still replenishes that. In short, lumping all of those things into one energy bar has really narrowed and limited the choices of the player.
1. While you do tell the player that hotkey 1 equips the assault rifle, most players are going to expect you to auto equip it for them.
2. You need to add some collision detection at the bottom of the screen, e.g. a "death zone" because I went under the map and had a good ole time walking around off screen before I just quit the game. I'm not sure if it was a camera issue and it didn't follow me, or it was a collision issue and I shoudl have died, but either way, something to be aware of.
Anyways, great job on releasing and keep working hard to improve with every one.
It's playable, but lacks death condition and the VERY loud sound when you start a game is VERY annoying since you have to restart every time you fall. And the windows refuses to remember the volume settings.
Though there are a few things that this game can be worked on. First of all the SFX, it gets a little repetitive, especially when the sounds are played in rapid succession. Try randomizing the pitch when you play the sound, it makes the sound slightly different and it reduces repetitiveness.
Another thing that you can work on is the polish and feel of the game. Things such as adding a muzzle flash when you shoot, or when the "spikey shell" roams arond, it leaves a little dust particle. Small things that don't add to the gameplay but makes the game feel that much better.
Here's a video on that topic: https://www.youtube.com/watch?v=Fy0aCDmgnxg
All in all, great work man. Hope this marks a great step in your game making career. Congrats! :smiley:
Keep moving forward.
One thing though: the noise sample when you start if WAAAAAY too loud, I had to turn down my volume to the absolute minimum and my ears kind of hurt afterwards.