Nuclear Arms 8: Navigate the Hate by Logicon211





Killbane is back! After 2 years of taking some time off of being a hero Craig Killbane get's a call from the President. The public think's he's done some questionable things and now he's gotta go answer their questions. How can Craig possibly remember all of the things he's done so many years ago. You're going to have to help Craig dig deep into his mind to find the answers that the public deserves.
Make sure you find the best answers, as your choices will determine which of 3 endings you'll get
- WASD to move
- Click to shoot
- E to pickup ideas and interact with the podium
This game follows the adventures of Craig Killbane. You can check out the previous game in the series in our last Ludum Dare submission here:
Or the entire list of Nuclear Arms games from my profile Here
Our first Nuclear Arms game in 2 years! And our first fully voice acted and with multiple endings. We were a bit rusty starting out and the theme threw us for a bit of a loop. But eventually the ideas started flowing and we managed to bring you the next installment of the infamous Nuclear Arms series :D. This one is definitely an homage to our earlier games which you may or may not have played. If what you've seen in this game peaks your curiosity then please check out our earlier entries!
Credits
Logan Marks - Programming (Map, Effects, Mechanics, HUD), Level Design, Sound effects filters, Design, Voice (President, Reporter, Jingle)
Brodie Beaman - Programming (Pickups, HUD, Game State), Sound Editing, Voice (reporter, Jingle)
Chad Gerein - Programming (Enemies, Navigation), Level Design
Amanda Marks - Voice (Killjane). Asset Finder
Mitchell Maclean - Programming (Player, Robots, Bullet Shader), Voice (Jingle, Waste Wizard), Humor Consultant, Game Design, Level Design
Brenden Roach - Story Board, Slide Art, Humor Consultant, Voice(Craig, Jingle)
Taylor Seely - Sound Design, Story Board, Asset Finder
Ratings
| Overall | 337th | 3.879⭐ | 35🧑⚖️ |
| Fun | 256th | 3.848⭐ | 35🧑⚖️ |
| Innovation | 724th | 3.379⭐ | 35🧑⚖️ |
| Theme | 903th | 3.652⭐ | 35🧑⚖️ |
| Graphics | 908th | 3.682⭐ | 35🧑⚖️ |
| Audio | 163th | 4.031⭐ | 34🧑⚖️ |
| Humor | 31th | 4.303⭐ | 35🧑⚖️ |
| Mood | 375th | 3.924⭐ | 35🧑⚖️ |
| Given | 52🗳️ | 49🗨️ |
Other than that... Well I never would have thought, that I will be using "its like Inside Out met Quake", but well, here we are. I love playing game, and getting the feeling, that its developers had as much (if not more) fun making it, as I did. Great job!
In this game you still can't outrun the bears, but there ain't nobody else around. And there are like 200 of them!! Oh boy! They even wear wristwatches to taunt you about how much time they're going to take from you, although I think they might actually be compasses. What do bears know, except killing?
I really liked the 3 orbs system. It let me opt into 2 levels of difficulty on a per-mission basis in case I got stuck (I mean, maybe I should have tried red just to see, but c'mon I got more pride than that)
Really liked the mix of different types of challenge. Some of them were super-intense, and it was good to get a little break with some of the chiller ones that were about platforming or searching, to let the cramp in my hands subside.
Really enjoyed how each of them called back to a previous game in the series! Poor Killbane, just trying to do his thing. He's a sport.
I finished the first time with 2 yellows and the rest green. And yup, you guessed it: the two yellows were the bear levels!
A meltdown, sure, but I had to go back and challenge myself to get a FULL meltdown, so I went back and ran it again going for green on all of them.
The Killjane level, with the bears and the trash, was nuts to get green on. I had to try it a lot, an experiment. At first I thought the trash was a problem because it let the bears sneak up on me. And disoriented me.
But then I discovered the trasholine strategy. Bears can't hit me if I'm in the sky!! I don't know if that's how you intended me to finish that level, but I shot like the first 3ish bears and trasholine-hopped my way through and back.
A couple of small points that dinged me:
- The "Press E" on the answer pickup and podium could be a bit more generous. I definitely lost a number of runs to each. I mean especially the answer: hopping up and down on trash thrashing my mouse around spamming E!
- OMG the bear sounds. They are always right behind me swinging, and when I turn around they aren't. But then when I don't turn around they are! I think their sounds ignore the walls, maybe? It really increased their danger level because of how disorienting it was.
After trasholining the Killjane level the other difficult green was Handsome Wizard, the other bear level. I went back and forth on whether to go carefully or turbo... you did a good job of striking a balance where it was a close call and worth trying both. Having no trach to bounce on in this level, I did experiment with running up the walls, but I didn't get very far with it: https://imgur.com/uBH0ovU
Overall this game was really fun! I loved the voice acting, the graphics were great on the enemies, environment, and story scenes, and the controls were tight and action a blast.
Great job, glad to see your crew back in action.
Also jumping around on the trash is totally a valid strategy! The walls maybe not so much (if we were able to smooth them enough haha). If we had more time I think we'd spend it maybe adding some hit registry on the enemies, make em flash red or something and knock them back a bit more. That and a few other odds and ends but you know the struggle ;).
Thanks for the reviews everyone!
That was the level where I was like "finally, I did it!" only to realize I was standing in front of the closed exit holding the green orb because my E hadn't registered on the podium. (To be fair I was definitely doing a drive-by E).
I was thinking about that moment a little more, and what would be the right way to be more generous with the E interactions. Obviously you could just make the collider larger, or convert from a raycast to a spherecast to give a larger target to look at. But there's another trick I'm always using, which is to smear out in time the acceptable moments of getting (Look At + Press E) such that they don't need to happen on literally the same frame.
Looking at your code you do the clear and direct thing:
if (Input.GetKeyDown(KeyCode.E) && lookingAt)
Where lookingAt is set by a Raycast:
Physics.Raycast(transform.position, forward, out hit, interactRange, layerMask)
I have the same pair of checks for jumping in my game. Player needs to press the jump button, and have a raycast decide they are on the ground.
But it SUCKS when you press jump and don't get a jump, so I smear time in both directions to allow for a too-early jump and a too-late jump, and then define a tolerance for each. This is a small thing but it deletes a lot of feel-bad moments from the game feel:
private bool JumpTriggeredRecently() // instead of checking input directly
{
return (Time.fixedTime - lastJumpTriggerTime) < PreJumpTime;
}
private bool StillInCoyoteTime() // instead of checking raycast directly
{
return (Time.fixedTime - lastTimeOnGround) < CoyoteTime;
}
Then the parts in update/fixedupdate that check the input/raycast just set these time variables.
Obviously a jump in a jumping game calls for WAY more focus than the pickup/podium interaction in your game, so not saying you should have this. But it's a cool trick to have in your bag for whenever you are timing a button press with some kind of physics check, and once I started doing this trick I was hooked and use it all the time now.
The gunplay was solid. I liked that there was quite a delay between shots. That plus the audio and effects made snapping around and pelting heads feel very good. The enemies WERE a bit scary in the sense that they could nail you if they were only mildly close, but at least you healed us between rounds.
I too, enjoyed jumping around on the trashbags (or black balloons? they sure acted a lot more like that!). I managed to stick myself in a corner and farm those bears for a while. Even without the corner, damn it was fun to bounce on those things and just shoot around and explode everything. Super visceral.
Really good stuff overall. Your team always manages to squeeze in mechanical surprises I don't expect and that's what I come here for! Unrelated but have you guys always had the Silver Surfer game over screen? I thought that was great but not sure if you use it in every game.
The voice acting and sound design are fantastic! The gameplay felt satisfying, the shooting is done well. The plot is funny. Just overall a solid entry.
The only thing I can nitpick is that I couldn't figure out where the green and yellow orb were in the crying baby level. I assume I had to use the cars to climb up but that didn't work out :D I just have trouble thinking when there's a timer going.
Great game! Well done!
This one has a nice feel to it. It reminded me of the early 90s computer games, but with better graphics than would be available at the time.
For a game made in a weekend there is surprisingly alot of content. The game feels whole even though its part of a larger "saga".
I appreciated the way you interpreted the theme. Going into one's mind to find memories during a press conference was unique. I'm not quite sure what the skeletons represent. I wish there was a bit more explaination about what they represented. I wondered if it is something that would make more sense if I played the previous games.
I downloaded the Windows version but I didn't hear any sounds. I'm not sure if that was intentional or a bug. Others commented on the sound so maybe there is just an issue with Windows ?.?
Brought back a lot of duke nukem memories :D
I checked out some of the earlier Nuclear Arms games, and It's neat to see that you started with LD32. That was my first Ludum Dare as well, and it's crazy to see how much you've improved along the way!
I never thought a series would be possible for jams. I will have to test the others now ^^
Congratulation for the voice acting !
Well done
https://youtu.be/9MwVPzD0l-Q