Fields of Fury by wheelsx
The web version is technically post jam. I was using MIDI files for the music, but ran into problems with WebGL. I rewrote the music scripts to use audio clips instead. Nothing else was changed, other than cleaning out references to the MIDI system. The downloadable version remains unchanged.
Instructions:
W A S D to move Mouse to aim and attack Find the key to open the door Get out of the corn maze
If playing the standalone version, you must press Alt + F4 to exit.
| itch.io | https://wheelsx.itch.io/fields-of-fury |
| Original URL | https://ldjam.com/events/ludum-dare/52/fields-of-fury |
Ratings
| Overall | 692th | 3.016⭐ | 34🧑⚖️ |
| Fun | 685th | 2.823⭐ | 33🧑⚖️ |
| Innovation | 777th | 2.417⭐ | 32🧑⚖️ |
| Theme | 761th | 2.758⭐ | 33🧑⚖️ |
| Graphics | 475th | 3.455⭐ | 35🧑⚖️ |
| Humor | 467th | 2.732⭐ | 30🧑⚖️ |
| Mood | 577th | 3.136⭐ | 35🧑⚖️ |
| Given | 91🗳️ | 38🗨️ |
I really enjoyed the visual arts and the old school midi music !
- I think the music was very cool! I see that you rewrote the sound engine for the webGL version. Did the music also change then? Or did you record the midi version for the webGL game?
- The enemies were a bit too passive for me, at the end of level 3 or 4 (I don't remember) I saw some moving ones. Did you do that on purpose?
- I found it a bit too easy to find the door and key in levels 2 and 3 without encountering a lot of enemies
- How did you make this game? Which engine did you use? I'm very curious!
* I just converted the MIDI files to MP3 with the lame encoder and VirtualMIDISynth, so it's the same music. Then I got rid of all the MIDI player stuff and converted it to use AudioSource and AudioClip. The issue is that the MIDI player I had needed to have the MIDI files in the StreamingAssets folder, but WebGL doesn't allow you to use StreamingAssets. Of course I didn't know that until I built it and most of the ScriptableObjects failed and music was missing (I was using ScriptableObjects to store playlists, among other things).
* They're set to trigger at a predefined distance. We intended to have a variety of enemies with a variety of behaviors, but ran out of time.
* Only had time to do a random key spawn, I reused a method I had for the enemy spawn to prevent enemies from spawning too close to the player, but that's the only positioning I did. Ideally, the key would have been a drop, or maybe only sometimes a drop and a pickup in the level other times.
* Unity 2022.2.0f1. WebGL builds take forever on that version, I read it's an issue with the version of Emscripten that Unity 2022.1+ uses, but I didn't look any further than that. Edit to add info: We used Aseprite for the textures and sprites. The enemies are billboarded by rotating them, I couldn't get shader billboarding working on them without them appearing through walls. I used shader billboarding on the corn stalks though. It was my first real attempt at using the shader graph, so with more time to learn it I'd probably be able to do more with it.