S.P.A.C.E. Module Collectors by AdroitConceptions
Aright Cadet, we are running out of S.P.A.C.E. Modules* and need you to go into some dangerous places and fine some more. Get in, Get it, Get out, stay safe. Any questions... No... Good.
Recover S.P.A.C.E. Modules in this third person shooter with procedural generated maps and puzzle elements.
Controls: * Keyboard & Mouse: * WASD - Move * Mouse - Look * Left Mouse - Shoot * Xbox [compatible] Controller * Left Analog - Move * Right Analog - Look * RB - Shoot
* were you looking for inventory tetris or a shrinking play area? trying to do something different here...

Ratings
| Overall | 697th | 3.289⭐ | 40🧑⚖️ |
| Fun | 500th | 3.321⭐ | 41🧑⚖️ |
| Innovation | 1211th | 2.333⭐ | 41🧑⚖️ |
| Theme | 1192th | 2.434⭐ | 40🧑⚖️ |
| Graphics | 1032th | 2.692⭐ | 41🧑⚖️ |
| Audio | 572th | 2.936⭐ | 41🧑⚖️ |
| Given | 33🗳️ | 29🗨️ |
I will say that the menu needs a little love, though :grin:
I got creative because I went through quite a range of ideas and didn't like them. They all boiled down two the following 2 ideas (both of which seem to account for the majority of the theme qualifications out there):
* inventory tetris (I don't like this in games, why would I make a game about it)
* shrinking play field (wasn't very inspiring and didn't work with some of the other ideas I wanted to work with)
* the prog gen code generates a different room layout every time.. but right now it can only handle 'squares'. I agree having some more shapes would be great.
* the prog gen is setup to pick from a list of enemies, I just got creativity burn out and didn't make any others.
* enemy placement is currently based on distance from the starting room, so the farther in, the more enemies. but that is good idea to have some empty rooms.
* there is a random room decoration placed in each room.. I think I managed 10 different ones. Good feedback here that there needs to be more (clearly visually different) decorations to be added.
* the gun aiming up is actually a side effect of character aiming at were the targeting reticle is at - the game figures out the point that would be hit if you shot from the camera and causes the player to aim at that same spot.
I am glad you like the game.
Nice job. The procgen works really well (if a bit limited in variety). The difficulty is well-balanced, challenging but not frustrating. I would suggest having a deadzone for the joysticks; mine is a little loose and always moved the camera a little even when I wasn't touching it at all. The voice acting was very amusing as well :-P
your correct on the mouse sensitivity slider... It was perfect for me in the editor, but in play mode it got supper sensitive. I was mostly testing with a controller, so I didn't really notice that until I was pushing the final builds.
Did you run into an issue with the camera? I have a no-clip script on it that should keep it from going through walls (it just gets closer to the character), but it doesn't do anything to the character itself.
by the color of enemies different then yours, do you mean the bullets? I agree that sounds like a great idea.
Regarding the enemy placement - yes there is actually nodes (in the code) were enemies can be spawned in each room... the different decorations/etc are laid out in a way to prevent anything from ever getting spawned in the same location. It is a bit limiting for variations of stuff, but it does garrentee things to work correctly 100% of the time. It did however limit my desire to create multiple open wall lay outs because I was placing the walls separately from placing the blue door, so I didn't have a good way of having that opening move safely.
-- Familiar controls
When first starting the game, I accidently closed it down (pressing the quit button) because the play button was highlighted. Done this twice. Played with keyboard, then gamepad. Keyboard controls are super. Gamepad crosshair movement sesnsitivity needs a bit of tweeking. Then again, you have far more control with K@M.
Gameplay was good. Solid entry
https://www.twitch.tv/videos/297300090?t=00h29m40s
I did a couple playthroughs it's great!
One weird thing is that you kind of stuck to the walls when you walk too close to them.
Wonderful job anyways, one of my favourites so far! ^_^
### What I think went well:
- the retro shooter feel was absolutely there,
- 3D graphics made it into a nice fps gameplay,
- compass mechanic was very useful and needed, thanks for implementing that!
- the use of theme was fresh (space module instead of space shrinking as in every single game here :D)
### What I think could go better:
- I think the game could be a bit longer and more challenging,
- I believe the movement was a bit too fast and "slide-y" for this sort of "retro" FPS feel, you could go full retro with this and the graphics wouldn't matter that much then
- collisions on walls - in 3D games like this with a lot of walls appearing, it's a good habit to make wall collisions "push" player a bit to the sides. This makes the game more fluent and prevent player pawn from getting stuck or slowed down by walls on his way!
I hope this feedback was helpful and good luck in the jam :)
# What I think went well:
- the retro shooter feel was absolutely there,
- 3D graphics made it into a nice fps gameplay,
- compass mechanic was very useful and needed, thanks for implementing that!
- the use of theme was fresh (space module instead of space shrinking as in every single game here :D)
# What I think could go better:
- I think the game could be a bit longer and more challenging,
- I believe the movement was a bit too fast and "slide-y" for this sort of "retro" FPS feel, you could go full retro with this and the graphics wouldn't matter that much then
- collisions on walls - in 3D games like this with a lot of walls appearing, it's a good habit to make wall collisions "push" player a bit to the sides. This makes the game more fluent and prevent player pawn from getting stuck or slowed down by walls on his way!
I hope this feedback was helpful and good luck in the jam :)

What I like:
- Procedural generated level, which is pretty impressive imo.
- The compass at the top as the only navigation aid is also very cool. I like it.
- Voice over. It adds a lot of seriousness to the game.
What I didn't like that much:
- Only 1 type of enemy (or was it just my luck?). You could use more variety here even if just a slight difference.
- The general difficulty is a bit too easy now.
the only 1 type of enemy was mental fatigue on my part, the generation code was setup to be able to spawn various enemies, I just didn't manage to make any more.
The difficulty part is an interesting thing. I have a few people play test some builds before I was completed and it was 'to difficult', I made the turrets rotate slowly if they loose LOS which had the side effect of creating a random delay on re-acquiring LOS. I have a few streamers say it was to hard and some say it was too easy (basically - if they played many shooter -> to easy, if not -> to hard.).
I just feel too empty, the room feel the same, same color, same objects, maybe give something like more wall or plataform or color change would help to notice the procedural level.
And a joke question: The ammo for this game is snot?