Protoware Planet by josefalanga

Protoware Planet is a First Person Shooter in tiny retro-vaporware planet. You can contemplate your own life and existence while playing, among other things.
Standart FPS controls. WASD-Spacebar-Click. You can win, believe me.
https://www.youtube.com/watch?v=6Yef4uyMRfE
Links
- GAME JOLT PAGE (WebGL and Download):
http://gamejolt.com/games/protoware-planet/251707
- Alternative WebGL (if you are having problems with the one hosted in GameJolt):
https://josefalanga.github.io/webgl/ludumdare38/
- SOURCE CODE:
https://github.com/josefalanga/ludumdare38
- TWITTER:
https://twitter.com/jose_falanga
Ratings
| Overall | 70th | 3.879⭐ | 35🧑⚖️ |
| Fun | 40th | 3.938⭐ | 34🧑⚖️ |
| Innovation | 317th | 3.033⭐ | 32🧑⚖️ |
| Theme | 57th | 4.031⭐ | 34🧑⚖️ |
| Graphics | 11th | 4.516⭐ | 33🧑⚖️ |
| Audio | 36th | 3.857⭐ | 30🧑⚖️ |
| Humor | 157th | 3⭐ | 28🧑⚖️ |
| Mood | 38th | 3.966⭐ | 31🧑⚖️ |
| Given | 21🗳️ | 9🗨️ |
I think the only thing I would want to change was a greater feeling of precision with the projectiles, but I do appreciate that they aren't super hitscan/quake-y.
Rated <3
It's a pity that you didn't have enough time to make a death animation for enemies.
|+ Having enemies go around the world and come up behind you isn't fun (but in a good way!)
|+ The scale of the world relative to the experience/amount of enemies feels just right.
|+ Bullets also being affected by the gravity was a nice touch and helped your long range firing.
|- Bullets felt weak and relatively tedious to fire instead of engaging.
|- Feedback when damaging enemies also felt weak even with the minor knockback they seemed to have.
I think if the player could only take 1 hit that would immediately increase the tension while on the spherical planet. Then also possibly balance out the combat by having slower firing but more impactful/louder/heavier bullets that could be either held down or clicked repetitively to balance the pace. If enemies could lift off the ground too so you couldn't easily shoot them from ontop a roof that'd help polish the experience more.
It was still a solid entry with a strong atmosphere though and just knowing that after not seeing an enemy for a minute one was likely behind you it was a fun kind of tense, great work :)!
Here is my game: https://ldjam.com/events/ludum-dare/38/fixville
I would add (in this order):
-Feedback when being attacked by an enemy.
-Mini radar
-Some sound when the enemies are closer
-Different kind of enemies
Also, this game fits perfectly on VR
@dejvo As far as I understand, in order to apply motion blur, vector are calculated to apply it proportionaly along the screen according to the relative movement of the frame, and then the motion blur itself is a postprocess applied to the final frame with that calculations, so, if the UI is inside the frame at that point, the motion blur is applied to it too. Al I did was putting the canvases to be rendered by the same camera that had the post process pipeline. Btw, Unity new postprocess pipeline is great and easy to use, and much more performant than the ImageEffect components used until now.
Shameless pug, but I would appreciate some votes on my game: https://ldjam.com/events/ludum-dare/38/micro-world-defense
A short good experience with a fantastic visual style. The controls works vey well. I would like to see more of this. Nice job!
Here is ours for you or anyone to get their game on: https://ldjam.com/events/ludum-dare/38/moped-mayhem
**v a p o r w a v e**
v a p o r w a v e
On the parts I am equipped to judge properly, I think you did a pretty good job, especially for a compo entry! The art style is unusual but pulled off very well, and the music works well. I think some additional sound effects might have been called for, though; possibly one to tell your you're being hurt, or that there's an enemy right behind you, something like that.
The only thing I didn't like was the shooting sound effect, far too loud in the mix! That was it though, nice entry :)
I did a little video with my thoughts.
https://youtu.be/2E_VB598v2c