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How does the game fit the theme?
the point of the game is to recruit civilians but they have a hidden trait that can bite us in the ass, so we must be careful and kick them from the team once we figure it out or not accept them at all.
What code and assets did you not make from scratch during the jam (if any)?
I did not make the 3d models, textures and animations. i do own the rights or they open for usage CC0 license or for non commercial project.
How many people worked on the game?1
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Comments
Game feels great I like the combat :)
Lol, I like the start.
There are a few problems, like if too many enemies crowd you, you clip through them. Also, I'm a little confused about the civilians, was I supposed to travel around to find more?
But it's nice how smooth it is in browser for how many enemies spawn!
That intro fakeout got me haha, I really thought the game was gonna be something totally different at first. The whole idea of recruiting civilians and then finding out some have hidden bad traits fits the trust no one theme super well, even if it's unfinished right now. It was a bit confusing that the civilian system kinda stops early, but the core idea is cool and I'd love to see it expanded :D
Well, that title screen made me the day xD
I was like, NOOO, when the intro screen looked fire, then I got trolled. I thought when I jumped off that that was it, but then the shooting section started, which was cool. I would actually wanna try the full idea of the team members having bad traits.
I'M SO SORRYYYY, there were just so much different things to work on and try that i just got lost in the sauce... The traits were actually there, but the part to continue finding civilians and a way for you to see them happening is what's lacking(technically if you're unlucky enough you can get the special trait thief that just keeps on stealing your food and ammo every few seconds, that one you notice quickly lol).
Thank you tho for playing it, perhaps i keep working on it and you get to experience the full game someday!
The start really had me, i thought i was gonna have a experience like that one wreck it ralph game xD. Pretty good game tough, it was just extremely laggy, maybe you could use something like a multi mesh renderer for the enemys, if thats possible in unity.
NERD TALK ALERT!!:::
The enemies are actually pretty solid, what ends up lagging the system is the path finding and the enemies trying to not going into each other(the other agents avoidance) which runs on the main thread. as for the enemies they are actually animated baked, so it's full on the GPU and it did have an issue with the custom speed which created separate draw calls for each but for around 100-300 enemies that's fine(And I've fixed it already), so the issue i will be working now is create a separated threaded or async path finding of my own for this kinds of games so it doesn't bottleneck the main thread. for the web build i even took away the shadows and lowered some other options but calculations for pathfinding and avoidance between agents are a pain when you enter this world of like 400+ enemies all trying to reach you on the web build as a unity project.
All this to say: I'm working on it and will improve! Thank you for the feedback!
Sounds great, am gonna try the windows version later.
It's a nice game, interesting take on not trusting the dev at the beginning as well lol
I tried to play, but I didn't see any enemies. It might be a bug.
I assume you didn't try falling of the world
Yes I did not fall