Bug Fixed version release

BUG FIX VERSION AVAILABLE

https://ldjam.com/events/ludum-dare/47/ouroboros-paradox

Hey all, Thank you so much for giving the game a try. The team did an awesome job, creating an awesome array of things for this game, a number of which could not be shown off. Especially all the music and audio effects, we have multiple effects for 6 different weapons hitting different surfaces, effects for the gunfire, effects for the reloads. The Audio guys did an awesome job and we just barely got to show of about 10% of all their awesome work.

We also didn't get to show off all the room variations, all of them has been created, but for some reason things just didn't go together as expected at the end.

But now the GOOD NEWS We have re-released the game! https://ld47-webhost-postjam.s3-eu-west-1.amazonaws.com/index.html Now with 100% more bug fixes - no new features - so it should be inline with the rules if you want to re-rate the work :) but I will understand as well if you stick with your original rating.

Bugs that were fixed: The infinite loop just ended after the first boss room - The code had been written, but had not been hooked up in the release, but had been hooked up in private scenes (Unity) Gunshots - There was a bit of trouble with this, as it had been implemented multiple times - it's been corrected and the raycast system hooked up. The Boss floating in midair, I just dragged him down to the ground. The particle effects when oyu hit an enemy kinda sucked - this is because webGL looks different to unity's inbuilt player, so you couldn't see the sparks very well. We tweeked the particle system so you can see the sparks better. Game AI - It was confusing to the players, so I trimmed some of this down. World lighting - There were far too many lights in the scene, and they were making things very dark. I removed a bunch of them, and added one to the player to fix this bug. You now have light so you can see what's happening

MOUSE SENSITIVITY - The game is so much more sensitive on WebGL, the code for all of that had been written, but not correctly connected.

VOLUME CONTROL - I added some sliders for later development, but didn't hook them up, so this is purely graphical on the menu, and not a feature

I also attached the Health system to a couple of objects that had not been hooked up correctly, and shifted a few objects around a touch to stop different bugs, like running through walls and the AI wondering through closed doors.

I hope you like the game!