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No Mercy's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How well the theme was used | #44 | 2.129 | 2.267 |
| Narrative | #44 | 1.628 | 1.733 |
| Audio Design | #46 | 1.816 | 1.933 |
| Overall | #47 | 1.894 | 2.017 |
| Originality | #48 | 2.004 | 2.133 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What Synty asset packs did you use in your submission?
- POLYGON - Battle Royale
- POLYGON - City
- POLYGON - Construction
- POLYGON - Dark Fantasy
- POLYGON - Gang Warfare
- POLYGON - Tropical Jungle - Nature Biome
- POLYGON - Particle FX Pack
- ANIMATION - Base Locomotion
- ANIMATION - Idles
- INTERFACE - Sci-Fi Soldier HUD
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Comments
Well, the intro sais it's a world without aiming, so no complaints there. :-) I was too slow correcting the angle for enemy number 17, so he got me first.
I had fun with your game. I think our games share some similarities, not only in terms of the environment. In case of a big level we both should guide the player towards remaining targets, at least if they are few. I had something in mind and then couldn't implement it in time.
I like how you remixed other packs into the city/construction environment.
Yeah, we definitely need to guide the player to the next target or objective. I was thinking about adding a minimap, but I haven’t had time to even start working on it. Glad you had fun with the game!
Lots of issues stemming from the foundation where the aiming should have been priority number 1.
You need to lock the cursor state and make sure its visible. Adding a UI sprite to the middle of the UI canvas for the aiming device for the character and your character controller should be doing some sort of Quaternion Euler rotation on the character from the mouse X input * Time.deltaTime and using that inside a player.Rotate(vector3.up * mouse X) function. Just little stuff like that should be pretty straight forward to handle all your needs! Hope this helps and good luck!
Thanks for your feedback. I didn’t want to do the standard sprite in the middle of the screen, but I didn’t have the time to make it work 100% the way I wanted. Thank you for your suggestion and for taking the time to post it. Any advice is welcome.
I liked the game juice of the shooting, but many mechanics could use some work. One of the annoying things was the aiming system. The crosshair was constantly off to one side so it felt like I couldn't shoot where I wanted to relative to the character. I would have rather had the character to one side and the crosshair in the middle. Another thing was collision detection with the spell. the spell would sometimes hit another spell and blow up in my face, making it hard to see. I'd suggest putting self collision off on the "bullets." Nice work!!
Yes, the aiming system isn’t what I wanted, but unfortunately, I ran out of time to improve it (among other things). Thank you for your suggestions—really appreciated.
It's a nice start, but needs a bit of work. With more polish, it could have potential. Good job!
Thanks for the feedback! Appreciate ya!
Pew pew pew pew, i shot the tank for a couple minutes but struggled to continue playing. Nicely put together! Good luck
Thank you so much for giving it a shot (literally 😄)!
Very confused, I got 16 out of 7 kills?! The killcount was going up while the requirements went down, or perhaps I missunderstood the counter.
The counter is for active enemies. There are 23 in total, so after 16 kills it shows 16/7. I didn't have much time to work that UI properly. Thanks for trying!
I made it 7 eliminations! Fireballs ftw!! Had fun!
I'm glad you enjoyed it. Thanks!