This absurd application of physics in a fantastically silly setting made for a surprisingly fun and addicting game. Also, multiplayer! Despite currently missing a few elements, as well as no client-side prediction/interpolation of player position, the core mechanic is just fun to play around with, and I'd love to see it expanded upon after the jam!
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So Anyway I Started Blasting's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall rating | #51 | 3.000 | 3.000 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Hey Entropy, thanks for your review and comment! Somewhat ironically, there is client-side prediction but it's buggy, and so I think it actually makes things much worse! It only occurred to me later that since the player controls are force based, just allowing the client-side physics engine to move multiplayer agents works much better than the interpolation scheme I put in there (in the limit that the player executes no control command in a given frame, the client side physics should be 100% correct). I've already added quite a few features and improvements, so I'm looking forward to posting an updated version!
Thanks again!
At least I can fly with the dragon ! ^^'
A menu or infos like how many peaples are connected would have heen great !
The inability to look all the way up is frustrating. What am I supposed to do in this one? Seems shooting at the dragon is futile.
I think it's the game I played for the longest in the entire jam.
It's really simple, but really addicting.
I had a lot of fun playing with the physics, shooting the black ball and hiding from people in the labyrinths.
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very cool level design, too bad no sound. am I supposed to blast the dragon? wish I could look directly up in that case :|



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