Loop Industries by Simone

[raw]
made by Simone for Ludum Dare 47 (COMPO)

Hi everyone!

Once again it was a wild ride :)

I had a lot of fun making this, hopefully you will have some in playing it.

Still some issues with the illumination, but we are getting there!

copertina.png

WASD/arrows to move.

Space bar to use the superpower

Mouse to click a couple menus.

Tools used:

Unity

Blender

Bfxr

cgMusic

Gimp

Ratings

Overall 306th 3.439⭐ 35🧑‍⚖️
Fun 327th 3.242⭐ 35🧑‍⚖️
Innovation 505th 2.803⭐ 35🧑‍⚖️
Theme 568th 2.682⭐ 35🧑‍⚖️
Graphics 140th 3.833⭐ 35🧑‍⚖️
Audio 189th 3.394⭐ 35🧑‍⚖️
Humor 51th 3.726⭐ 33🧑‍⚖️
Mood 342th 3.078⭐ 34🧑‍⚖️
Given 40🗳️ 25🗨️

Feedback

Lamasaurus
04. Oct 2020 · 22:10 UTC
Short game, had to play it twice because I pressed the red button before reading the complete sign, so did not know about the portals 😅 Everything is well modeled and animated, good job for only 48h! The movement is a little stiff though.
Diefleder
05. Oct 2020 · 01:17 UTC
Nice joke about the Phd students ;)

I wish it was longer and a little more challenging though. Good job
ErikU
05. Oct 2020 · 01:18 UTC
I'm impressed with the number of 3D assets you were able to crank out in the time allotted. Nice job. And the art style is cohesive and pleasing to look at. The game play was simple and short, but it's better than overstaying its welcome. Good stuff.
SeezoGames
05. Oct 2020 · 01:19 UTC
the game was beautiful but the movement was a little lacking. maybe being able to move left and right instead of only moving forward and rotating would be nice
irwatts
05. Oct 2020 · 01:46 UTC
Short and sweet, but fun. The text cracked me up, and while the movement was a little clunky, everything felt solid.
testuser
05. Oct 2020 · 03:57 UTC
Like others have said, strafing instead of turning would be great, a lot more natural feeling. Nice jokes, and nice HL setup. The graphics were great. Really nice low poly assets!
bereg
05. Oct 2020 · 12:07 UTC
Nice but short and rather easy to beat. I like the graphics and models, impressive work with lowpoly models.
🎤 Simone
05. Oct 2020 · 12:46 UTC
Hi everyone. Thanks for the feedbacks!

Indeed it was hard to decide what kind of movement to implement: strife would make the experience more smooth, but then turning the camera and aiming was going to be harder (maybe a solid isometric-like point of view, with shorter walls could have been the solution)

It is in fact very short :( In Italy we say that the blanket is always the same and if you pull it on one side (better visuals and models), then you will leave something uncovered (like the game lenght or a better movement/camera controls).
Yorsh
05. Oct 2020 · 17:59 UTC
That was nice. It's short but it's a pretty good thing for a jam game imo. I would have prefered to aim with the mouse tho. The 3D and audio were very good.
RIBOUT Horace
05. Oct 2020 · 20:43 UTC
I like the style and also the mood (like, the little wave when you shoot portal, it's a cool detail) and the overall LD is cool, like, it have this feel ! It's a little short but it's not that bad !
Fupi
05. Oct 2020 · 21:17 UTC
That was a cute little game, extremely easy and short though, the signs were pretty funny. Reminds me of a classic FPS game though I can't remember which one, I guess it's a mystery.
Jag
05. Oct 2020 · 21:24 UTC
That was a fun game! I actually enjoyed the visuals, they look great!
BeaverGames
06. Oct 2020 · 10:11 UTC
Its short, but its pretty polished. The movement was a little weird though.
🎤 Simone
06. Oct 2020 · 14:19 UTC
@fupi we will never know ;)
Amin_JK000
06. Oct 2020 · 15:48 UTC
I really liked the game play nice job :v:
Michael Feldman
06. Oct 2020 · 16:16 UTC
I quite liked the interface. The way the story was conveyed progressively was nice. As someone who hasn't played any old school FPS alien/portal games, this was a great introductory experience.
Really great work on the UX, the menus, the room labels, the readability of the screen were all great design choices.

While the systems feel fairly solid, I would try to add a little more feedback to things like taking damage, the portal opening, and the crystals destroying at the end. If someone shoots a glass window in an action movie, you want to see the glass shatter into a million pieces, not just disappear.
Jvdwijk
06. Oct 2020 · 17:23 UTC
Seemed pretty polished! The dialogue looked pretty well worked in and it was fun avoiding the monsters!
CesarGary_
06. Oct 2020 · 21:59 UTC
This was a fun game, loved the humor and the enemies, the camera rotation system was a little wierd but other than that the game felt and played so well. Great work and nice artstyle
UglySwedishFish
06. Oct 2020 · 23:27 UTC
Short, but gameplay is fun and the visual style (and sound) is also pretty nice. My only complaint is the controls and camera system, other than that, good job :thumbsup:
Oxropy
07. Oct 2020 · 18:33 UTC
it took me too long to understand that I had to shoot the crystals, even though it was obvious, but it gave me more time to teleport enemies away :D

it would be nice if there would be a web version
Dmitry Kaidash
07. Oct 2020 · 21:41 UTC
Overall I enjoyed playing as Jim! But it is difficult to read text prompts during the battle with red octopuses :) maybe it is worth separating the tutorial and the main gameplay. Thanks for the game!
icxon
08. Oct 2020 · 05:32 UTC
Love the aesthetics! I agree the game a short and some progression would be nice too see.

Covering your quality/quantity question I do feel you could spend less time on the level this size and npc models that player sees only for about 20 seconds (and the boss model is just covered by a dialog whole time). You could invest more in core gameplay and game feel, like adding more variety to the battle system, enemies and polishing camera, user controls -- features that players sees the most, which makes them important.

I had fun reading the notes though :smile:

Here is my playthrough:

https://youtu.be/s8cQuU_6eKg
HOOLOP
09. Oct 2020 · 13:17 UTC
Pretty cool game, I really like the humor and graphics, music and sounds match pretty well ! Only the camera/rotation control feels a bit weird but great job overall !
Erlioniel
09. Oct 2020 · 15:53 UTC
I actually do like it. For the COMPO record this one for sure is a nice one. By points:
- It has a story start & end and both feeling rewarding
- Everything working smoothly, including level design and sound
- Models are cute and overall the game is very well done for the limited amount of time

I can agree with @icxon that there is a way to slightly optimize work to have a better result, but overall I like it :) The only problem I see that it's barely using the theme.
Ghuyajil
13. Oct 2020 · 19:48 UTC
I agree with what people have said above. Nice job for Compo, looks good, but the camera actually made me a bit dizzy. Theme is in there as well, I don't mind using it as a brainstorm tool more than it perfectly fitting into every core aspect of the game...
Savvy Community
18. Oct 2020 · 13:10 UTC
Really liked the visuals as well as the writing!! As other already mentioned, I felt a bit confused with the controls. Congrats for the compo!
Duke
26. Oct 2020 · 17:42 UTC
That was interesting :) Haven't played a game with tank controls for a rather long time. The visuals were pretty nice for a jam game. 3d games tend to look rather crappy most of the time, but your assets and art direction was pretty clean and straight forward, if not a but bland.

The core game play was pretty basic but worked as a prototype. The level was hinting at something larger than the game actually was in the end, but I appreciated the humor a lot :) The nonchalant atmosphere fit the art style well. In my first blind round, I had no idea, what to do. I ran into the monsters and didn't know if they did damage me or not. There was no feedback at all. It wasn't after I died in the last room until I saw, that I had lives in the top left corner. After respawning, I also saw that you start with 3 and so my question, if the monsters that followed me, would do damage answered itself. Equipped with this newly acquired knowledge, I went on once more! I didn't know I could attack until the I was in the last room again. I don't know if that info was hidden somewhere in the game, but knowing it beforehand would've been nice. After that, it was easy-peasy to win.

All in all, it was good, that the game was so short because i don't think that it would've grabbed me much longer since the game play mechanics were so bare bones. There was also some issues with the sound mixing. The explosion was SUPER load while everything else was kinda quiet. Still, a good little entry you got going here :) The level design and general aesthetics were the best part in my opinion. It could use some more satisfying game play mechanics though. Just shooting loops at some random red blobs won't cut it for more than a minute of game play! Keep it up!