Defend Home: Mars by sgt3v
Firstly, I am glad that I overcame the Compo challenge and finished an actual game. This was my first solo game jam and first FPS game. For that reason I was a bit hopeless about being able to finish my game idea but I mostly achieved it. I also learned a lot of things, as always LD was educational for me.
Game
Defend Home: Mars is a simple FPS game which takes place on a space facility in Mars (obviously). Our mission is to stop the alien ants destroying our generators. Watch the indicator lights on the generators, if they all go red the generator will be broken.
Currently there are some problems with using the mouse properly on web player, for a better experience you can download and play the game.
Screenshots & Video



https://www.youtube.com/watch?v=_zWFIgDXgQM
Controls
- WASD - Movement
- R - Reload
- LMB - Fire
Tools & Sources
- Unity 3D
- Blender
- LMMS
- Krita
- Audacity
- www.bfxr.net
- www.dafont.com
Fixes
https://drive.google.com/open?id=0B6oawVGfb_JyZ01ob1NvcmV1WWs
- Decreased sensitivity.
- Bullets can pass tru collectables.
- Decreased range.
- Less ammo at start.
- Decreased ammo drop rate.
- Ant ai fix.
| Windows | https://drive.google.com/open?id=0B6oawVGfb_JydkwzdFZhaUU4ckk |
| HTML5 (web) | https://sarge.itch.io/defend-home-mars |
| Original URL | https://ldjam.com/events/ludum-dare/39/defend-home-mars |
Ratings
| Overall | 329th | 3.331⭐ | 244🧑⚖️ |
| Fun | 362th | 3.095⭐ | 244🧑⚖️ |
| Innovation | 611th | 2.304⭐ | 242🧑⚖️ |
| Theme | 562th | 2.913⭐ | 242🧑⚖️ |
| Graphics | 179th | 3.665⭐ | 244🧑⚖️ |
| Audio | 274th | 2.996⭐ | 240🧑⚖️ |
| Humor | 317th | 2.312⭐ | 140🧑⚖️ |
| Mood | 301th | 3.008⭐ | 240🧑⚖️ |
| Given | 118🗳️ | 129🗨️ |
Congratulations! For a first time dive into a Compo, you did really well :)
Other than that though, very well done to you. The models and textures are pretty decent, animations are a nice touch too.
But nonetheless. Pretty good game and was fun. Balanced game, not too overwhelming, not too easy. Really good.
Graphics, sound, gameplay were polished.
Congratulations!
The game feels a bit unbalanced because I was getting more bullets than I needed and I never felt that I have to keep on eye on how many I have left. Also, the health seamed a bit unnecessary because you can easily avoid the ant and never get damage.
Another thing , you could have made it so that when a generator gets destroyed something happens that changes the gameplay a bit to make it more intense.
Another two small things: I can't shoot an enemy through a health pack and the enemies look like they are floating above the ground (a bit , not much).
Overall the experience was ok and with a little bit of tweaking it could be much more enjoyable.
@falk-bruskeland thank you so much :0)
@rootpew If I had a bit more time I would like to add difficulty settings to solve that but did not want to make the game too difficult and get the players bored. Thank you.
@manafest I enjoyed recording the reload sound especially, it is from my keychain :0)
@drachmor I'm glad that you liked it, means so much to me. I wanted to add decals and hit sounds but could not manage my time, hopefully will do such details in the future games.
@krishnasism Thank you very much. I was not hopeful about being able to finish it but thankfully it happened :0)
@mariandev96 Thank you for your detailed review! If I ever feel like further developing this surely take your advices into consideration.
The gun model and enemy model were amazing for doing in a weekend, good work on that.
I had a lot of trouble defending both outposts at the same time so I gave up pretty quickly.
@kalibrated Than you, it is actually pretty simple if you try couple of time :0)
@jchaplin Thank you!
@quixatocs ahaha muzzle flash looks terrible :D I just did not want to change it.
@jakylgamer That issue only happens on the browser since its a FPS game. You can download and play for better experience.
The 3D objects are quite well done for a 48 hour jam.
Did have an issue with mouse look even maximizing the window on the web-build.
I see this game becoming some sort of FPS/Tower Defense in the future, with levels and a store for improvements and weapons.
Nice work!
Great job.
One thing I have noticed that might be a bug is that you can't shoot through ammo and health pickups. What are those?! Shields for ants?!
One other thing... why do you start the game with 5 ammo in the magazine? I guess it's to show that cool reloading animation.
The game looks very good and is well polished. Good job!
Edit: As someone that has absolutely no experience I that kind of things, how did you make those two portraits at beginning and end of game? First one looks like someone wearing a VR set. Is it made from real-life picture?
@willdata Thank you!
@jason-kennedy Thank you Jason. It was my mistake to forget making the UI scale to a certain size, so IU elements appear to be too big on small screen size.
@hhsaez I was not planning to continue working on it but you just gave me a good idea.
@pitpony Thank you, I wish I started a bit early and fixed all those issues but I was a bit lazy.
@ryzy27 Ahh pickups were the last thing I added to the game and completely forget that would be an issue. But I can say it makes the game a bit more challenging, not a bug a feature :P and yes you just guessed why the 5 bullets.
Keep up the good work, I hope to see you around for another Ludum Dare! :)
In overall it's too easy. I was just standing in a corner sniping enemies on the other side of the map, and picking up ammo drops (health drops were unnecessary). Also, maybe it's an illusion, but strafe seems much faster than forward/backward movement. The weapon range and accuracy should be decreased in my opinion.
It's fun to play and very solid, especially for a first try. An LD game is rarely well-balanced, so you shouldn't be very much concerned about it.
@fero Thank you very much, I appreciate it :0)
@starlight-glimmer-is-best-poney Thank you so much! I will fix those issues and update it after compo rating ends.
@seanw I true that, sometimes my thumb goes to space bar even if I cant jump in some of the games :D
@ganbaregameskyle There are couple of flaws in the ant ai, I will hopefully fix those at a later time.
@perdugames Thank you so much :0)
@ganiester Thank you! Many people complained about that actually, I better add a settings part to the game too.
especially from a long distance, it was hard to know if you had any success or not. Very nice work.
I assumed there was a range since it looks like a shotgun. But turns out i can stand in the middle and hit any enemy. Nice visuals. Would be great to have more movement options. Nice one overall :D
The cursor was a nice touch.
Otherwise pretty cool game!
The color are very matched. I love the painted texture and clear modeling.
However, the biggest problem is there is no feedback whether I shot the ants.
Additional, at first I'm not certain where I should go. you can use arrows or lights to tell player where the game takes place.
I want more bass of shot audio. That can emphasize the feedback.
The mouse is not sensitive, It's hard to aim. I donnot know whether it is my computer's problem.
And I want to jump.
@drprettypatty Thank you so much, I'm glad you liked it :0)
@freedom-is-slavery Indeed this was my first compo and first FPS but I have been joining other game jams for a long time now, I am a veteran game jammer if you don't mind me saying :0) Experience helps a lot.
@dob Thank you so much, I wish I had time to add decals too but it was too late for that.
@tinykidtoo Thank you! Many people complained about that actually, but I fixed that. I thought it was against the rules of compo to make bug fixes after due time but seems like it is not for minor fixes.
@vija02 Thank you so much, hopefully I will add options and some other improvements after voting time ends.
@didactylos Thank you so much. I am not so proud of the code I've written actually, If you'd go to github link and examine you'd see what I mean :P
@supremefist Thank you very much. I made some of the fixes but decals are an extra feature so wont be able to add it :0(
@autovelop Thank you so much, I will hopefully keep working on this in my spare time.
@speedysloth99 Thank you! I also found this event very much entertaining and educational, I have learnt a great deal of things.
@duck-games Thank you! But you should check thoroughly there are some other really cool FPS game there I came up with.
@samuli-salonen That has been fixed, thank you for the feedback :0)
@abductedplatypus Thank you so much! Yeah the recoil animation a bit impactless for a big gun, might edit that later.
@goloso-games Thank you! I always love adding some story, intro and ending to bind the game to some events. Also try to do my best in short time with animated details. These were not good enough but worked good for the game :P
@fangzhangmnm Thank you very much! Yeah it always feel like there is a need of jumping in FPS games, since there was no obstacle to move over I chose not to spend any time on it. And decals were too late to make when I published the game, but will add for sure after compo ends.
Loved the graphics style by the way. Very raypunk!
I think you could've made your existing art assets shine a lot more if you'd added more layers to them. The muzzle flash is quite rough, but the same asset could've worked out if you'd had created a duplicate and scaled it up really big for 1 or 2 frames, then maybe leave a smaller one for a few frames more. Right now the muzzle flash is medium sized and present for too long.
Same goes for the explosions. I get that they are super rough and miss custom textures, but again just by adjusting the way you layer the effect it could've worked a lot better too. Right now the explosion just smudges outward. Try making the scale over time super large at the start (for an instant), then smaller again then bloom out slowly. And again shorten the duration of the initial flash.
Did you also try adding fog? It's a super easy way to add cheap atmosphere. Especially on our dear red planet. For alien planets, a fairly desaturated bright color that's still quite close to the color of the sky usually works quite well. Think how regular atmosphere color appears, but then slightly funky. Don't overdo the effect (generally, general omnipresent fog is one of the few effects you can easily overdo), just add in a small pop. It just takes a couple of button presses.
It's cool how you tried to add the short radio blurbs. It's super rough, but even the presence of a placeholder story is much appreciated over an arena presented without presentation. Your menu animation was also neat. Glad you could sneak that one in in time!
I really had to keep an eye on the other generator whilst fighting of the ants at the nearest. I also had to decide to go for ammo far away from the generators, or take a chance on having enough. Good balance!
I thought the audio was the weak point. The sound effects weren't fitting and the music is monotonous (but at least you've got music, I don't! ;).
The graphics are top notch though! The best thing I liked was the transition from the starting screen to the planet! I like little touches like that.
Lots of work was done I can tell, and you're still working hard for the compo, being top rater!
The shooting itself felt pretty good, although I felt like the ants needed some sort of indicator I hit them. A red flash or something would be enough. My shots didn't have any impact.
I'm pretty impressed you did a FPS for the compo though. And a working one at that. Good work.
By the way - are you sure you already decreased the mouse sensitivity? Felt waaaay to high.
@rakowu Thank you, there are some issues with the web player it seems.
@daydreamerstudios Thank you, I definitely will!
@brendan-engelman Thank you very much, hopefully I will fix and add missing stuff to the game after the compo ends.
@bombjack I'm not entirely sure why I choose ants but red soil gives me the feeling only ants would live there :P
@ludic-studios Thank you :0)
@hadik I wish I could make music as good as that this was one of my first time trying to make music for a game, totally noob to the electronic music makery.
@gettingrekt ahaha yeah looks like the speed is square root 2 :D need to fix that.
@steff-kempink Thank you so much, I will try to learn more about making music since I am totally illiterate on that. I tried to make the muzzle flash using particles but that was a failure, just left it how it is. Looks terrible but did the job :0) I totally forgot about adding fog, very good idea indeed. Thank you again for your feedback and recommendations.
@estebe Thank you very much, I hope to improve my music skills. I just didn't want to leave the game silent and tried my best. The most fun part for me was making reload sound by a keychain :D
@michael-feldman Thank you so much, I glad you liked it!
@zelos Thank you! I will hopefully add decals to the game after compo rating ends. Maybe I am using my mouse to sensitively it could better be managed by a setting slider can also add that at a later time.
However, If there are more feather like more enemy or gun, that will be more fun!
But it's COMPO, it's really cool to finish it in 48hrs!!!
Cool!!!
Only issue I ran into was running out of ammo and not having any option other than running around the map looking for fragments of ammo. A melee option or a sidearm would have been more ideal, but it still worked out :P.
Somehow it reminded me of Earth Defense Force.
A good game, but unfortunately has some major bugs in it (hehe, sorry... had to be done lol).
The game itself... it's a fairly standard feeling FPS, which really wasn't fun to play because of various reasons:
- The walking speed is just too slow, or things were spread out too far. You're chasing from one end to the next constantly and not much actually happens while you're peddling slowly. Trying to shoot tiny targets with your gun is not fun.
- The lack of indication of whether you hit the enemy or not is an issue, especially since half the time you're far far away from them.
- Chasing down far, far away ammo is not fun.
- Needs more feedback when you lose health too.
The art and style was pretty great, I appreciate the work in presentation. But the gameplay itself I think was a miss for me.
I have some issues while playing. UI is too big. It cover 30% of screen and Mouse move outside of screen. It made the gun keep shooting. I almost lose all of bullets. :')
+++ Polished textures gave a realistic look to the environment and the bugs.
++ Movement, aiming and shooting were responsive.
+++ The music and bug sounds helped emphasize the otherworldly mood of the game.
++ It was clear what the gameover conditions were and they were presented with crisp UI.
-- The enemies didn't move or shake when they were shot which made it difficult to tell if I hit them right.
-- It would have been nice to see a health bar for the enemies.
This was an excellent entry overall, moreso for a compo. John Hancock says "good job".
I liked the graphics and textures. The music was appropriately intense. The goal was clear and mechanics were responsive. UI was clean, and gameplay was fun!
Fantastic!
The music and sound effects are very good as well, the gameplay is solid, nice shooter, although it stayed at the same difficulty level, but that's fine with me. Once I noticed I could shoot from any distance I only had to walk somewhere to pick up the ammnuition.
Very good job, thank you and keep up the good work!
* 3D graphics. I really like people doing 3d games in gamejams.
* Intro menu and music.
* Power base design.
Negative:
* The controls are too much sensitive. It's hard to aim.
* Sometimes the character gets teleported randomly and I didn't understand why :S
* It would has been nice to have some feedback in the shots to know if you are hitting an enemy.
Maybe it needs some fixes but it is a nice game though!
Congrats!
The Art direction is pretty nice, I liked the "cartoonish" style of the ants.
The controls were correct, I had to do some ballets move at times to re center my mouse to play. (I saw the
disclaimer about the web version after my first try *ahem*) but it was fun.
I didn't manage to win, having a bit of a hard time to find enough ammo and quickly enough, but that might just be me. A little sprint could have been nice but not vital. Our guy is probably tired after days of defending his generators. :/
The change of tones for the shotgun sound effects was a fun touch.^^
I think the weakest part of the game is the feedback, when I shoot a little particle where I hit would. I think it had a walking animation but it was too subtle and the character felt static to me.
Also the game was a little too easy.
Still a great entry esp for comp, well done
Pretty cool game, it's 3D, which is pretty rare. Overall, the game works pretty well, controls are simple (tho it was kind of hard for me since I don't have a QWERTY keyboard). If I could suggest something.. hitmarkers ! The game could use more responsiveness when firing at enemies, letting you know you hit them. Otherwise, the concept is pretty simple, nothing to say about it :)
Feel free to check our game out ! https://ldjam.com/events/ludum-dare/39/berzerk-hunt
But otherwise it's super pretty and fun! I can't imagine how much headscratching it would have taken to code a 3D game!! congrats
- Make some indication of the bullet path, even when it's a raycast you coudl show a trail.
- Make something that could give the player feedback when they shoot an ant, for example a blood spash or a sound.
But great job!!!
@michaeltwg Thank you so much!
@bocodillo Thank you, yes those were some drum samples I used in LMMS.
@gistnoesis I have always been scared of working mp games due to error aptness of networking, if I ever have time to learn about it would like to experiment on this game.
@goldranger Thank you so much, more guns and enemies could be done in less than half a day actually, if I weren't lazy I could have added that :P
@bewelge Thank you very much!
@wareification Thank you! Yes! I thought about melee but did not have time to add that :/
@moostifur Thank you so much!
@don-fouts Thank you! That is an AI problem which occurs on a specific case :D
@spetsdod Thank you very much! I will definitely add settings next time, since I don't need such changes never felt the need of these since people requested.
@cybersoftuk Thank you, I glad you liked it. I realized I just move my hand one inch to move the cursor one side to another, that was all because of me.
@benbennett Thank you so much. That is a very good idea indeed, forcing the player into action.
@sir-daniev Ahaha thank you, I will try my best to kill those bugs :0)
@pcmaster Thank you so much, if only I had time could ad more and more.
@tuism Thank you. I really had no chance to focus on the fun factor of the game since I had to develop it as fast as possible.
@oab Thank you! Yes the UI was not scaled, so on small screens (such as web player) UI appears too big.
@mr-houdini Thank you very much. Hopefully after compo ends I will polish the game some more.
@freakoftheyear You know I do stuff good 8)
@exr Thank you so much, I really appreciate it.
@gnerkus Thank you so much for detailed feedback, bugs better be small and cute :0)
@josh-h I am just illiterate about music making, watched couple of tutorials and tried my luck. Seems like it worked.
@nerdyherbivore Thank you so much, I am so glad you find it great.
@hishicorne Thank you very much! You can choose your strategy to make the game easy actually. Give it a one more try :0)
@thelord Thank you lord :D
@surovyi Thank you! That is also the strategy I used to win the game easily.
@gonutz Thank you so much. I fixed some of the issues thanks to feedbacks I got here.
@zeriver Thank you very much. Those two guys in the mgs like messages are my game jam buddies and dear friends who could not join me this time so I had to do the compo :0)
@belser Oh I never thought of such a problem to happen, and do have no ideea how to fix that :/
@aleal-dev Thank you, some of the problems are due to web player, I need to make some research to learn how to handle that.
@damoy Thank you! :muscle:
@ogma Thank you so much! That makes me so happy to hear that people are paying attention to small details I added :0)
@quadtree Thank you! Yes no-jumping FPS games feels a bit weird.
@d-studios Thank you very much. I just didn't know I could opt out of one of the categories, it makes sense not to have it for this game.
@jusw85 Thank you so much.
@varelsegames Thank you! Y-invert option is noted, and will definitely add it if I make a 3D FSP jam game.
@littlelegend Thank you. You see, there are a lot of bugs in the game.
@evbo Thank you very much!
@strangeryann Thank you very much! Yeah there is actually not much to do in the game just one boring 5 min long task :D
@coomzy Thank you so much!
@smdeveloper Thank you! I will definitely learn more about making music.
@thefunattic Thank you so much! I checked your game and omg :D that was totally insane!
@recursor Thank you!
@wisstopher Thank you! :muscle:
@christina-antoinette-neofotistou Thank you so much! Luckily Unity3D is pretty generous about providing good and easy to work environment for 3D games.
@ranner198 Thank you, I hope I can continue on it with much better content and context.
@sebastian-m Thank you so much, a big miss I made is adding hit marks and decals, will learn how to make it and add it later!
Your graphics are really good and it's fun to play. Well done!
Adding some recoil and an animation when you take damage would go a long way to improving the feel of the game, but you still accomplished a lot for 48 hours.
P.S the main menu was surprisingly polished for a LD game. Lots of juiciness there.
Great job
By the way, great graphics :D
The sensitivity is quite high. I wish there was a sensitivity slider, because it's quite difficult to aim at enemies far away. There should have been some sort of recoil, because when you do get your aim straight, you can hit enemies across the map and you don't really need to move around the map at all. Game is a little bit too easy in my opinion.
One thing I will point out though, is that the game was challenging until I lost the first generator, after which it got *significantly* easier. While I still had the two generators, I had to manage my time at each generator carefully and constantly have to evaluate which generator was in more trouble. I also had to manage my bullets carefully, since sometimes I'd have to leave a generator in danger while I ran over to get more ammo whenever I was about to run out. However, once I lost the first generator, I lost all of that tactical decision making as well. Since I knew where all the ants were going to go now, all I had to do was camp the one generator and wait for them to come close enough so they'd drop ammo right in front of me.
Anyway though, I still had a crapton of fun playing your game, and can't wait to see what else you make. Awesome entry! :)
3D modeling was really good, though. I'd suggest working on the enemies, maybe have waves spawn at different places and use pathfinding/AO to have them seek out the generators and the player.
The gun and the ant models looked great.
I loved how you could see the life left on the generator.
The drum sound REALLY bothered me. Add some faded white noise and far less pitch variation in drum hits if that's what your going to use. honestly I could make better sounds with my mouth, or tapping paper against a mic, I assume you could too. the problem was that with the tom tom gun and no hit response on the enemies it felt like I was playing a music game rather than a shooter.
A great Idea would be to model some massive ant hills or holes in the terrain that the ants come out of rather than just appearing.
Great job finishing a working game in 48 hours. The models/animations looked great for the time constraint. the music was good for the game. did well on theme graphics and mood. the fun factor was hurt by the mouse-look unfortunately, and the game was not terribly innovative. Stuck to the theme tho, def points for that!
- The generators are way to far ..which makes the gameplay a bit boring
- Also if there would be some bullet trail effect or like a lazer beam then it would give a player a visual effect of shooting
I think mouse is a little bit too sensitive. Also on HTML5 version it is sometimes doing wierd stuff.
It would be nice to have some feedback, when hitting enemy, and also when enemy hits you or your base.
I realy like gun and hands animations.
Good job :)
The ticking sound quickly got on my nerves. The music loop seemed a little too simple as well. I survived for 5 minutes on my second try, which seems to be a little too long with nothing new happening. More levels with different enemies and more environmental stuff (walls, trees, etc) in different layouts would help.
I also had a problem with the cursor leaving the window, which would cause the game window to become unfocused. There is example code available on the web for locking the cursor to the middle of the screen in Unity so it doesn't leave the window.
@solah Thank you! I fixed that later, while playing the game to make sure gun was working it had really long range and stayed that way later on.
@nick-rafalski Thank you so much, I finished the menu then started on the game :D A good first impression is always better.
@unidaystudio Thank you, there must we a way to fist that on web and windowed play. Need to check that.
@3mpty Well I already know all what you mentioned is right, but you need to comprehend that I made this game in about 30 hours.
@thatsnillet Thank you very much, I tried to squeeze my terrible music abilities to the end and there it is :D
@wdebowicz Thank you, I'm glad you enjoyed it!
@heather-flowers Thank you so much, that was one of my intention that you can choose a strategy to win the game even if its simple.
@luckyfeathers Thank you! I will definitely spare some time to add options for the game looks like I thought everyone uses the mouse like I did :D
@studio-rtv Thank you so much! I hope to polish the game as much as I can and maybe make further work on it. And right, losing one generator has no penalty so kind of useless to defend it, its up to you to choose the strategy and defending only one of them was the easiest one I guess.
@shaolin-dave Theme is pretty open and you can use it from any perspective you want, there you are wrong. Spawn points are fixed but ants can detect the closest generator and make a run for it, ip player close enough they chase it, if the generator they were moving to or attacking to is broken down they switch to the closest one. You should play and examine before making any blant comment, and feel free to check the source code.
@rikoclon Thank you so much. I am terrible with music and sound stuff and tried to be done with it as soon as possible that was why it is so neglected :0) I actually wanted to add a boss fight at the end of the game but too late for that idea too.
@sagarpatel25700 Thank you. That is almost everyone's complain so far no feedback on hits, and that is pretty accurate one. I hope to fix it later hopefully.
@vodzik Thank you very much. Web player and windowed play have some issues with mouse, and yes lack of feedback on hit makes things a pretty dull.
@nyckos Thank you so much!
@mik3 Thank you! And yes, It was too late to work on the details for me when the submission time arrived.
@sinclairstrange Thank you so much, I'm glad you enjoyed it.
@ethan-kennerly Thank you sir. I should really consider adding some options to enable old school core gamers to modify the game controls for themselves for the future jsm games I make.
@almax Thank you, yep that is the main issue with the game that I wasn't able to deliver in time and as other basic functions jumping and running could be added.
@levidsmith Thank you so much for the tips, I'll check that for sure. Yes 5 mins were kind of too long but since there was nothing much in the game I wanted to use the time as a factor to keep the player in the game.
@sarrixx Thank you very much. When I have time to work on this game improve it, surely will add more variety of arms and enemies.
I ran into a couple of issues playing the html5 version that someone might have already commented: The mouse cursor running out of screen is a bit annoying and, sometimes, the game kind of suddenly changed where I was aiming to point to the ground.
Soooo... i shouldn't really complain about this, since we're talking about a game made within 48 hours, but i thought you may want to know. I have two screens, and whenever i looked to the right, the mouse would get onto my other screen, and whenever i tried to shoot it minimized the game.
Also, the only feature i missed was some kind of "feedback" to know if i was hitting the ants. Sometimes, when i was far away, i wasn't hitting them and i had no clue about it or otherwise.
Ok, with all of that out of the way...
wow. Just, wow. Doing this in 48 hours all alone is, to say the least, impressive. It's a fun game, an interesting concept, and feels pretty polished. Didn't find weird bugss or anything, everything it did, it did properly. Also I, for some reason, i find the drum sound when shooting really amusing xD
Nice work!
My only two real complaints are that hitting escape dropped me immediately back to the main menu instead of pausing, which lost me all my progress. And the window doesn't seem to lock the cursor, or at least it didn't after going back and forth to the main menu, so I kept clicking outside the window on my multi monitor setup.
- Difficulty progression, so enemies become faster, spawn more frequently and vary in behaviour (some of them could target the player instead of the generators)
- Make enemies spawn all around the base, instead of just those few predefined spots (maybe simply add more spawn points)
- Give the player a jetpack with limited control and fuel (having it recharge over time would be the easiest way to balance it, but fuel drops might be more interesting). A high double or triple jump might also work.
- Make bullets spray randomly a bit, so the weapon isn't 100% accurate. I always killed the ants easily, regardless of how far away they were.
- Don't let the player pick up items if it's going to be wasted.
Technically, it seems to be very well executed, though! The graphics aren't so bad. Making an FPS in 48 hours doesn't seem easy at all. With a bit more focus on the design, it could be pretty addictive.
The music felt kinda Doom-ish, so that was a nice bonus. Darker atmosphere would help the game for sure!
However, there were some issues, like:
- tracers of guns would be really nice, now I was shooting, but it wasn't really visible IMHO
- some damage indicators on enemies would be helpful, I was not sure if I was hitting the enemies on long distance
- the movement controls we OK, but since the music brought Doom atmosphere, I think much faster movement would be in order; or even proper quake-ish controls could be useful, including bhoping and stuff :)
**My biggest pet peeve was the ESC key quitting the game, not just pausing it!**
love to see what you do next.
The graphics are really cool and I liked the ant enemies. The music gets a bit repetitive after a while, but the style fits very well the game, so a track just a bit longer would be just great.
anyway gameplaywise, well I'm probably useless, I never managed to save those generators, always run out of ammo. But it's a nice variant of FPS.
All in all congrats, it's a really good entry!
That ant noise was very nice as well.
@vulpem Thank you very much. That is so true, no feedback about hits makes it dull. I just didn't notice it while making the game.
@feips Play more shooters! :D
@rixud Thank you so much for the tip, will add that for sure.
@archimagus Thank you. This was my first time trying to make some music for a game. And hopefully will fix the issues soon.
@petzi When you make a game alone it is quite possible to miss the fun factor, and depends on the tastes.
@buzzshock Thank you!
@saucygames Thank you, Im glad you enjoyed it.
@aevek Thank you so much, I will try to learn more details about making a shooter and add to this game hopefully.
@martyxgames Thank you very much!
@pavel-kouril Thank you! Oh I guess esc button ability was one of the last things I added to the game, probably just wanted to be done with it not to have player stuck in the game.
@irishbruse Thank you so much!
@hadesfury Thank you!
@captain-laserstorm Thank you, HL always any time :0)
@jupiter-hadley Thanks Jupi, I'm glad you took your time to play it.
@axoona Thank you so much, hope to improve my music skills :D
@tim-eriksen Thank you very much!
@joshburleson Thank you so much!
@joshyoshkenoshi Thank you! Yes it makes more sense to hide the spawn points ratherthan having them appear out of the blue :0)
@zachary-shah Thank you :D
@fillefilip8 Thank you very much, the ant sound was me actually :alien:
I think my only major feedback is that it would be nice to have some projectiles come out of your gun. It helps feel like you're having some impact when you shoot at the bugs. It also helps to show if you're scoring a hit or not.
Otherwise I feel like you've got a solid foundation if you wanted to create a game where you defend installations all over mars from a variety of mutant alien insect. Nice work.
https://www.youtube.com/watch?v=pJUjtYyZRuA