Brace for Impact by worblir

[raw]
made by worblir for Ludum Dare 47 (JAM)

A game by worblir. For the Lundum Dare 47 Jam.

Adrenaline filled chaos. Avoid red. Collect green. Brace for impact.

WASD to move. Spacebar to jump. Move mouse to look around. Press escape to free up mouse movement.

screenshot<em>0.png little</em>brace<em>for</em>it.gif

TIP: There are only two loops. Only look out for obstacles coming at you from the direction you start out facing.

NOTE: Windows/Mac/Linux builds look better than web build

Turns out the WebGL build might not support a major shader effect used in the game, so the Windows/Mac/Linux builds will contain the right visuals.

SECOND NOTE: If anyone makes it past round 6, please tell me. I haven't gotten past there and I don't know if it keeps on working. However, it's probably not worth it to try to get past round 6. Your time is more valuable than that.


screenshot<em>1.pngscreenshot</em>2.pngscreenshot_3.pnginstructions.PNG


Credits

Music by Kevin Macleod

EDM Detection Mode by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/3687-edm-detection-mode License: http://creativecommons.org/licenses/by/4.0/

Laserpack by Kevin MacLeod

Link: https://incompetech.filmmusic.io/song/4671-laserpack License: http://creativecommons.org/licenses/by/4.0/

UCLA Wireframe Shader - https://assetstore.unity.com/packages/vfx/shaders/directx-11/ucla-wireframe-shader-21897

​Easy Character Movement by Oscar Gracián​ - https://assetstore.unity.com/packages/templates/systems/easy-character-movement-57985

Post-Submission Change Log (Bug fixes) - Fixed graphical errors in WebGL build (progress bar, hoops shaders) - Fixed bugs caused by colliding with an obstacle right at round end - Fixed mistake with initial game settings

- Added Windows and Mac builds with correct hoop visuals

Ratings

Overall 862th 3.45⭐ 22🧑‍⚖️
Fun 795th 3.35⭐ 22🧑‍⚖️
Innovation 229th 3.875⭐ 22🧑‍⚖️
Theme 410th 3.95⭐ 22🧑‍⚖️
Graphics 895th 3.45⭐ 22🧑‍⚖️
Mood 945th 3.25⭐ 22🧑‍⚖️
Given 9🗳️ 22🗨️

Feedback

Iron Leonem
06. Oct 2020 · 04:50 UTC
This game is highly addictive and very fun! I very much enjoyed the gameplay loop, and was positively delighted when I got to round 2. My only comment is that the camera was a little distracting, but otherwise, a great product for a weekend! Would play more!
Gabriel Dias Oliveira de Almeida
06. Oct 2020 · 04:52 UTC
Really different man, but I hope people enjoy it... I liked because it's different from what I saw of others :D
Tri
06. Oct 2020 · 04:54 UTC
I love the idea, control is smooth, onlything is I can't tell where I am or how I am dodging. it would be better to be in third person perspective
coryru
06. Oct 2020 · 04:56 UTC
THIS GAME IS SOOOO GOOD!!!! It oozes with style and the music OH the music so good. It has a great arcade feel and could see it becoming a great vr game.
snowinn
06. Oct 2020 · 04:58 UTC
I love the retro look and the chiptune music to go along with it. It’s also pretty difficult and the loops are cool. Nice job!
piscythe
06. Oct 2020 · 05:03 UTC
I found this to be ... extremely disorienting. My first few attempts I could barely parse what was going on, particularly because I thought all four directions were potential threats. Once I realized that I only needed to care about two directions, things got much easier, but I never really got a good sense of what was happening spatially and how I needed to move to avoid/contact the bars. On my good stretches, I think I understood what you were going for. When I was on a roll, the game felt really cool. Unfortunately, I never got to the point where I could make it through round 1 consistently, let alone round 2.
UkuleleFury
06. Oct 2020 · 05:07 UTC
I love the concept! I was definitely confused at first, but once I figured out what to watch for it was fun! Very unique!
🎤 worblir
06. Oct 2020 · 05:58 UTC
@iron-leonem @gabriel-dias-oliveira-de-almeida @coryru @snowinn @ukulelefury Thanks for trying it out! I appreciate it.

@tri Yeah, I agree. I got stubborn with keeping the first-person camera because I wanted the obstacles to whack the player directly, but I knew from the start it would be tough to tell when you get hit.

@piscythe Thanks for trying it out! Yeah, there was a lot of room for improvement in polishing up the gameplay loop and making it clear what the objective is (e.g. I could have made the incoming side of the loops stand out more). I ended up leaving the game for this jam in a pretty disorienting/difficult state, but it is at least possible to get to at least round 6, theoretically.
KOHCEPBA
06. Oct 2020 · 16:21 UTC
I don't understand this game. In one of the circles red things are follow me, while in the other they are static. So I can't dodge red things from 'dynamic' circle no matter how hard I am trying.

Well, I am rate like everything works fine, because idea is clear and it is easy to imagine how fun this game could be.
🎤 worblir
06. Oct 2020 · 17:20 UTC
@kohcepba Thanks for playing it! Hm, unless something is going very wrong, none of the obstacles should be following you and they should all be static on their loops. However, one of the two loops has a higher acceleration than the other so it will be coming at you faster. Regardless, the game's way too confusing to pick up in its current state and there's lots of room for improvement there. Thanks for the feedback!
MikoziQ
06. Oct 2020 · 19:54 UTC
The Idea for the game is very good. It longs for a bit of improvements though. Most important thing is the fact that it's very hard for humans to distort vision between two lanes that are going apart from each other. Second thing is the actual perspective. I feel like I can't rely sometimes on my vision to make correct assumption on where in the 3D plane the red bar is supposed to hit. There's no clear indication whether I am about to be hit or will I dodge.

I may have an idea to solve this problem out though. How about making the plane a bit longer (but still not accesible) and make the flor with corresponding lanes to the loops, which will color when they're about to be hit? I think the best way to describe it is with screenshot concept I have drawn for you. There's an extra field plane that tells you the positioning of the blocks hitting your plane to level the field of perspective.

![concept.jpg](///raw/52f/33/z/39318.jpg)
🎤 worblir
07. Oct 2020 · 00:34 UTC
@mikoziq Thanks for the detailed feedback! Yeah, I got distracted with some minor graphics things during the game jam and didn't end up putting in near enough work in making the core game loop work. The only real way someone could "get good" at the game is through muscle memory and being able to act purely on instinct after playing the game for a long time. This obviously isn't ideal. I think the idea you laid out has major potential to make the game far less disorienting and focus in on what could make the game idea fun, which is the thrill of dodging high-speed pillars coming at you from all around.

And yeah, I knew from the start there would be some issues with having a first-person bullet-hell-type game since I'm not quite sure how to make collisions feel "fair" in first-person since you can't see yourself. If I used your system, maybe with some sort of "grid" system with lanes, I could somehow indicate to players what grid squares they are in and whether or not they will be hit by the incoming obstacles. But regardless, thanks for putting in all this effort into your feedback! I really appreciate it
etrealjunior
07. Oct 2020 · 09:59 UTC
I liked your game my congratulations, I also did one if you want to know, and give me your feedback I am very grateful, this is the link https://ldjam.com/events/ludum-dare/47/resurrection
thunderkerrigan
07. Oct 2020 · 16:58 UTC
You got a solid rythm game in the making here. puts some particle effect and shaders within and it's a tripping hit !

Cool sound too ! :smile:
nardandas
07. Oct 2020 · 17:03 UTC
I liked the idea, but I also want to echo the issues of collision fairness and perception. I was only able to get to level 3 after a few tries, but I felt like if I understood where the collision boxes were and like, the "lanes" the things were in better I could've done a lot better.
🎤 worblir
08. Oct 2020 · 03:21 UTC
@thunderkerrigan Thanks! I noticed that the general game idea could work well as a rhythm game.

@nardandas Thanks for trying it out! And I agree with you, I wasn't satisfied with the final game I ended up with during the jam but I decided to upload it anyways and let people at least try out the idea of what I was going for. I think the idea mentioned above would significantly improve the experience by indicating to the player more clearly if a collisions is about to happen.
nardandas
08. Oct 2020 · 03:40 UTC
@worblir It's a totally worthy entry! Don't even think about apologizing :) I really liked the idea and it was a fun little try at it for me. This is far from the least fun entry I've played.
SirRed
08. Oct 2020 · 07:16 UTC
Reminds me of playing beat saber in 360 mode where it just becomes very overwhelming very quickly. Only weird thing was that the fov which felt off for me, but that is a personal thing.
Trypants
11. Oct 2020 · 23:39 UTC
Like the idea and like the music ! I was to get if I would hit or not the poles.
ice9
16. Oct 2020 · 04:52 UTC
Cool idea. I don't think I've played a similar game that involves two different places for the obstacles to come from. However, like MikoziQ mentioned, there is something off about the perspective that makes it hard to predict where things will be (I like MikoziQ's suggestion, but I think there's also something off about the math). Tying in the rhythm could also help.
Shakedimus
17. Oct 2020 · 06:22 UTC
I liked the concept and the music was nice and really fitting for such a reflex game. There was however something bugging me , on the one hand I think it was because of the movement being impossible moving in two directions at once,
aside from that I also felt like the way it was projected made it a bit unfair. I don't know if I'm explaining it well but sometimes I felt like it was impossible to dodge from both sides and then at some points I thought I had it.
Most of the time I leaned towards impossible however. I think the fact that it was 3d and everything maybe made it a bit too complex to keep track of both but that may be my noobishness. Overall I think it's a fun small game but it needs some tweaking to keep my attention.