Sky Fortress by Quasar47
Sky Fortress is a First Perso Arena Shooter where you must kill your enemies as many times as possible before the countdown ends to win the match.

The game revolves around 4 types of weapons, each with their own abilities and bonuses, and can be upgraded into more powerful variants bringing their own strategy and ways to play the game. Experiment with them and see what each weapon does!

WARNING : The game might run at a low fps for some people. I build multiple times my game and tested each version to see where it went wrong, but I couldn't find a solution to this problem. Sorry for the inconvenience, if any.
WARNING N°2 : Unfortunately, only a Windows version of the game is available. The Mac version needs some debug and testing before being reuploaded. Sorry for the inconvenience once again.
Ratings
| Overall | 637th | 3.296⭐ | 29🧑⚖️ |
| Fun | 274th | 3.574⭐ | 29🧑⚖️ |
| Innovation | 906th | 2.63⭐ | 29🧑⚖️ |
| Theme | 1004th | 2.241⭐ | 29🧑⚖️ |
| Given | 28🗳️ | 37🗨️ |
It's pretty risky to make a multiplayer game for Ludum Dare or maybe the players are just AI. I'm just gonna guess it's multiplayer. It's pretty risky to make a multiplayer game in 72 hours and also pull it off nicely, and you did a pretty good job at it!
I don't have any criticism for this. Good job!
And yes, it was AIs, not other people. With only 72 hours, it would have been a bit too much for me, don't you think? ;)
@rumor Hey rumor, thank you for your comment. I'm sorry you couldn't enjoy the game at a steady 60 fps. I don't know why you have that problem, considering I tested my build before and I didn't have complex 3D models. I was going to add real characters instead of capsules (as well as many other features), but due to a lack of time, I had to stick with the stock assets. And... I'm a programmer, not (yet) a good 3D artist, it take ages for me to make even a remotely good teapot x)
I'm glad you liked the weapons though. I was inspired from Ratchet And Clank's arsenal, but in the end I could only pull out two relatively "good" or "fun" weapons, the green and the blue ones. Anyway, I left a review on your game as a reward for your kind review, good job what you did there ;)
EDIT:
Ohhhh... There is nice UI elements. These had glitched away for me. When you open the menu, the UI elements such as death counters and timers disappear, and don't reappear when you resume.
@neato I've just checked in my editor's settings right now and for some reason, Unity doesn't seem to allow support for Mac and Linux. Which is strange because it should, but it doesn't offer me the option to change the target platform to Mac or Linux, only for Windows. I'm sorry, I will change that in the game's description immediately.
I was impressed in particular by the weapon diversity and the reasonably balanced/believable AI, which I've only seen behave weirdly when there are facing another AI in a duel. Oh, and, yeah they've been falling a lot too ^^ But as a developer it's still impressive work to see an Unreal Tournament clone, in Unity, made in 3 days.
The main feedback I have is:
* The lack of weapon cursor makes the game way too hard
* The lack of shadows and textures make it hard to gauge distances
* Same color code for enemies and weapon spawns make things confusing at first
The overall game presentation is good, so fixing these issues would make the game much better.
Oh and excellent work on the audio, the music in particular really fits the arena shooter genre!
@wan Thank you for your feedback! Yeah, I was inspired by Unreal Tournament and Ratchet and Clank for the weapons' gameplay. These games have the most amazing ways to kill enemies I've ever seen in a video game. I'm taking into account your feedback for the next Lundum Dare, and yes, I realize I haven't been smart enough with the colour system. It would have had a far better purpose if I used it for the weapons instead of just differentiating the players. The cursor system was a true problem for me, but due to a lack of time and knowledge, I simply couldn't implement a really effective aiming system. I could have, but I didn't want to implement something rushed that would have disturbed the players even more. But still.
Oh, and the music is not mine it's from Ratchet : Deadlocked , "All aboard the Landstalker". About the textures and the shadows, let's say I kind of left it behind due to a lack of time. Thank you anyway, it helps me a lot!
But I liked different weapons and bots behavior, was fun to mess around some time, althogh I won only once because of the above problems.