Asset Stream by aevek

[raw]
made by aevek for Ludum Dare 45 (JAM)

Cover.png

Nothing...

...Where is the game? Where is...anything? Why are you standing around before all the couches and enemies load in?

In Asset Stream you'll have to traverse through the empty void to load the game. Jump, climb,wall run, and fight your way across game assets as they pop in to get the game to load in.

Good Luck!

All assets created from scratch including audio and models.

Controls

"W,A,S,D, and Space" to move.

"E" to switch weapons after you pick them up.

"Z" to respawn if you get stuck.

Credits:

Programmers - Jake McLeman - Eli Wulff - Alan Tsang - Keenan Wulff

Composer/Sound Designer: - Thomas Parrish

3D Artist: - Hayden Yeagley

Game Designers: - Jake McLeman - Eli Wulff - Alan Tsang!

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Ratings

Overall 582th 3.43⭐ 52🧑‍⚖️
Fun 474th 3.38⭐ 52🧑‍⚖️
Innovation 651th 3.07⭐ 52🧑‍⚖️
Theme 571th 3.29⭐ 52🧑‍⚖️
Graphics 749th 3.18⭐ 52🧑‍⚖️
Audio 418th 3.265⭐ 53🧑‍⚖️
Humor 677th 2.455⭐ 46🧑‍⚖️
Mood 779th 3.06⭐ 52🧑‍⚖️
Given 51🗳️ 45🗨️

Feedback

NotExplosive
08. Oct 2019 · 03:09 UTC
I liked the intro sequence and the overall concept! I found the precise platforming a little tedious after a while, especially with how slippery the character is. However the sound design was on point! I especially the sound it makes when you hit a checkpoint.
Trifectuh
08. Oct 2019 · 03:18 UTC
What a surreal experience. Very cool and innovative use of the theme. I can see a lot of potential in this idea. The platforming was a little rough since the player character is so ...slippery, but I put up with it so that I could see what comes next. Were the missing textures intentional? I kindof hope so because it greatly added to the atmosphere.
Iori Branford
08. Oct 2019 · 03:21 UTC
Good show. Very clever use of basic assets. I found it very slippy-slidey moving on floors, but I eventually got used to it.
Bongard22
08. Oct 2019 · 04:20 UTC
Yeah the movement is a little slippery, we were aiming for cluster truck style movement. And yeah @trifectuh the missing textures were intentional!
floppynub
08. Oct 2019 · 16:00 UTC
mudtruck
floppynub
08. Oct 2019 · 19:56 UTC
I feel like this game, and also some other games were made to be played on a computer that can run the game, and are meant for us to play. And also, when we play a game like this game or other games, we should look at it and hear it and contemplate the sounds and sights in order to properly experience the game. Generally speaking, when hearing and looking at a video game, while we play it, we can then also start to ruminate on what the video game is and what it means. The way it can have an impact on the humans who look and hear at the game is hard to quantify, but I think Plato said it best when he said that playing and looking at and hearing a game is a good way to then form an opinion on the game that we can store in our memory and recall at a later date. This is generally the method I have taken when approaching a new game for me to play and look at and hear, and with this game, I was able to properly proceed through that process and produce a polished partition in my mind that when I now think on I can confidently put forth the opinion that this is objectively a game which has been made to see and look at and hear and also play and generally experience with our sensual preceptors. 10/10
BrokenMirrorMedia
08. Oct 2019 · 21:02 UTC
Ah this game is really neat! I watched it on a stream yesterday and it was really cool to see. The fading in animation and asynchronous loading is fantastic. I agree about the movement being a bit slippy in some parts, I kinda wish you didn't slide much if at all, especially when there can be gaps in the floor, and I did have a couple issues trying to walljump around certain objects, but overall it was a really impressive mirrors-edge style movement system!
TwinSides
08. Oct 2019 · 21:34 UTC
Movement feels kinda hard to handle, but it definitely is very fun to shoot in your game! :D
GraphicEdit
09. Oct 2019 · 20:22 UTC
Nice game
Wheffle
10. Oct 2019 · 02:36 UTC
Well, I had a ton of fun! The random obstacle pop-in was fun to watch, the weapons were pretty satisfying to use and enemies were satisfying to kill. I love me some first-person wall-running as well. I have a sole gripe: the wonky momentum! I launched myself off the cliff so many times because of that, and it made it difficult to pull off precise jumps. Maybe it was just a bug on my machine or something. Regardless, it looks awesome, sounded awesome, and it was super fun to play. Nice take on the theme as well. Nice work!
HKSpadez
10. Oct 2019 · 22:07 UTC
interesting concept but some settings available for aiming/movementspeed etc wouldve been nice for accommodating players but it is a jam game so its hard to add those things. the level design couldve been better with matching the movement speed.
erebus
10. Oct 2019 · 22:50 UTC
Cool concept overall. I enjoyed the variety of guns provided. Thanks so much for bringing it by the stream!
terryg
11. Oct 2019 · 01:54 UTC
At first I felt like Neo after Morphius asks him to jump across to a building. Then after an embarrassing while I found that I could double jump. Took me a while to get the hang of jumping but it was nicely implemented. Loved the parkour-ness of it all. Especially loved the end battle. Overall a very great entry. Good music and graphics.
CrubeYawne
11. Oct 2019 · 12:59 UTC
The climbing/wall running mechanics feel really really solid. The jumping felt good but was really easy to overshoot. I loved the whole progress idea and visual transitions. Really fun experience. Keep up the good work.
ketura
11. Oct 2019 · 23:38 UTC
The wall-running and so on feels really satisfying, but there's a reason that precision platforming has such a poor track record in first-person games, and the slipperiness doesn't help any either. There also seems to be a missing hitbox on the two doors before the pawn? I had to give up on that part after not seeing how to progress.
Rhoka
12. Oct 2019 · 00:16 UTC
@ketura Thanks for the feedback! Sorry you couldn't get past that part. I know the wall running we implemented got a little weird in certain situations. I know we can all get developer blindness to little quirks in our projects and I think for that specific part if you turn the camera to look slightly more at the wall than parallel to it the wall running sticks more. Anyway, thanks for playing!
egawag
12. Oct 2019 · 03:22 UTC
I loved the concept and those final 2 air ship things were very very cool. Loved that the bullets were physical instead of just a raycast. I did not mind the slippery platforming that much and the variety and shooting made up for it, Nicely done!
Raphiell
12. Oct 2019 · 04:49 UTC
Very cool, I enjoyed the different weapons and the enemies looked cool! I noticed the player was the default pill too, haha. One thing I would change is slow the player down, I was rocketing across the obstacles!

Well done.
ryzy27
12. Oct 2019 · 10:57 UTC
Awesome game. Fast paced and fluid. Simple graphics fit together nicely and sound is adding a lot to the gameplay feel.

I had an issue some time after playing. After getting shotgun I fell and died a few times and some walls disappeared, which made me unable to jump to the next checkpoint.
🎤 aevek
12. Oct 2019 · 17:44 UTC
@ryzy27 Glad you enjoyed it! Unfortunately we spent a lot more time on the feel than on ensuring that there weren't any checkpoint triggers that could soft lock the game lol.

@raphiell Thanks for the feedback! Glad you enjoyed the combat (that's the part I worked on 🙂). The player's speed is something we went back and forth on a few times. I'm pretty happy with the speed in the arena sections, but some of our obstacles could probably have been designed more for it.

@egawag I'm glad someone noticed my projectiles! They're actually hybrid/swept projectiles that I spent some time working on to get the best of both, since even at the slow speeds the enemies shoot at they would occasionally miss the collision check.

Thanks everyone for playing and for your great feedback!
LoneWolfDev
12. Oct 2019 · 19:16 UTC
Wow really nice game! Well polished and with so much weapons and challenges, really good made! Just the controls are a bit fast and at some points can be frustrating ( most of the times beacause you press to go back and it goes with the same speed as forward) , but other than this good job!
Ausstein
12. Oct 2019 · 19:36 UTC
Felt like CS:GO surf on steroids. It was quite fun but also buggy, most of them were gone after jumping pr moving, sometimes I had to die and once i had to restart the game. (Some of many examples: i once jumped and never stopped jumping until everything disappeared below me, the audio never started playing the first time,i got stuck on some slopes and could move only super slow).

The movement needs some fine tuning and I would suggest an option for mouse sensitivity, but overall it feels very cool to surf those doors.

The checkpoints were also placed very fair. If I died due to a bug or my own stupidity I would never loose too much. Also the bossfight was much fun.


Would love some multiplayer shooter action with this movement, but I know how hard that is to implement.
PIXAMENTORY
13. Oct 2019 · 09:17 UTC
"Impressive game, Very cool concepts. I left wishing that there is more.
Had a lot of fun "
jihem
13. Oct 2019 · 11:25 UTC
Congratulations!!! You made a incredible game. In my top ten!!
LadyVardoula
13. Oct 2019 · 16:45 UTC
Mouse sensitivity was an issue but I am not gonna hold that against you since I could easily recalibrate my mouse for this game. I enjoyed playing a ludum fps action game. Not something you see every day.
dans17
14. Oct 2019 · 00:22 UTC
I really like the concept and design! I think the platforming would be more fun with more precise movement and possibly higher gravity. Also, it would be cool if a skybox was added in near the end to make it feel more complete.
masterkrepta
14. Oct 2019 · 00:26 UTC
This was surprisingly enjoyable. My first thought was the movement felt very floaty and rather frustrating to control. However, as the gameplay expanded I found the challenge to be just about right. The decision to make it easy to get right back into the action made it easy to learn from my mistakes and ultimatly finish loading all the assets. The final bossfight(s) in particular were very enjoyable, if not a little too easy. (the second one never even got a shot off on me).
Gehad
14. Oct 2019 · 02:36 UTC
An Incredible and Amazing work you did there guys , Wish you the best of luck :thumbsup:
asfdfdfd
14. Oct 2019 · 19:38 UTC
Was not able to each second portal - controls are too hard. :( But overall - nice try!
Almax
17. Oct 2019 · 17:17 UTC
At first I was taken back by the twitchy controls, but as I played I found the core experience of wall climbing and shooting really fun! Precision jumping is a huge problem though, and I'd strongly recommend adding drag to the player so they stop moving much more quickly and smoothly. The easiest way to do this for a jam is to set velocity to unity's axis input and use input gravity instead of worrying about anything physical :)
SpacialSeasoning
19. Oct 2019 · 02:36 UTC
Good game, but the slipperiness definitely gets in the way! It would be better if some of the smaller objects (like barrels) were a bit bigger, or if there was simply a way to slow down your movement to better get ready for the upcoming jump.
jk5000
19. Oct 2019 · 10:17 UTC
Overall a fun and interesting little game. I found the controls to be pretty good, but some time it would have been great to slow down the movement speed. But overall is this pretty well done.
Nicu Comiati
26. Oct 2019 · 06:28 UTC
really fun game. Loved the world building in front of you and the double jumps/parkour mechanics. The only thing i didn't like are the really slippery feel when moving. Overall it's a really good game
MrsTari
27. Oct 2019 · 12:53 UTC
Nice job so far :)