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A jam submission

Spacecannon FodderView game page

Top-down shooter in a browser. What happened to the Station 369...
Submitted by pecatus — 5 hours, 2 minutes before the deadline
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Spacecannon Fodder's itch.io page

Results

CriteriaRankScore*Raw Score
Art#173.9503.950
Gameplay#363.2003.200
Audio#393.1003.100
Polish#413.1003.100
Overall#473.0923.092
Creativity#732.9502.950
Theme Interpretation#802.2502.250

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Really cool vibes here. The humming of the engine is ominous. A lot of the things I would mention (the walking animation, the enemy death vfx, health bars) have already been mentioned and you were already aware. Though for my part I wasn't bothered by not having a compass, your signposting in-world is very clear.

Some way to respawn after dying without refreshing the page is a must though!

Really great work, especially for such a short time. Glad to see you're planning to continue!

Developer(+1)

Thank you so much for playing! And reminding of that death screen restart -button I need to add! Definitely a must!

But good to hear you noticed the signs! I also went and added this mapview to the next version anyway, and it's pretty fun. Full explanation of upcoming changes in the future (so far) and screenshot of the mapview are on the post below yours if you're interested, but update will include faster and snappier movement and so on. :) Gamefeel will be hugely improved, I promise. :) 

Submitted(+1)

I think that without a minimap or a simple map screen/menu, it’s difficult to figure out where to go, especially since the ship is so big and the player HAS to wander aimlessly to figure out the layout for themselves. Maybe signposting could work instead of a map like having actual signs on the floor indicating where the rooms are.

The lack of a health bar made each encounter pretty uncomfortable as it forced me to always play it safe as if my character was about to die. And when I did die, it felt like it came out of nowhere since there aren’t hit reactions either.

I think the enemies should move slower than the player because its very easy for your playthrough to end by making a single mistake. I positioned in the middle of a corridor during the uplink timer section to give myself enough space to shoot left and right. Then I accidentally right clicked and walked too close to the next hall intersection and the enemies were impossible to shoot in time as they instantly rounded the 90 degree corner and swarmed me. If they moved slower than the player you would always have the ability to run back away and make enough room to safely shoot enemies.

Solid entry though. Balancing a jam game and getting all the details right is always impossible, and what you delivered has a lot of potential with some tweaks

Developer

Thank you so much for trying this out! Yea, most of your concerns have been addressed already in the next version of the game, but it's coming out only after the jam ends. :)

But the next version so far includes snappier movement (increased player characters' acceleration significantly), faster movement (a little faster, now faster than the slower drones - you can run from end to end of the station in some 30 seconds or so), and finally so that the rest of the player squad moves out of commanding character's way. No more traffic jams!! All of these changes together made a HUGE improvement to the gamefeel. Wish I had all this super valuable feedback before the jam. ;D

Final addition is a toggleable map view! Now it's easier to see where the next objective markers are on the map in this ortographic map view. You can also play in the map view as it only moves the camera. Downside of mapview is that aiming and such is a lot harder, but atm player is so overpowered that it hardly matters yet. ;) Fixes coming tho, in time.

Attached is a screenshot sneakpeek from the mapview. :)

  

Submitted(+1)

HP bar or any other indicator would be nice. I thought I was invincible since I don't have any sort of health indicator. So I tried being bold and standing near enemies aaaand I died. So maybe I suggest adding an HP bar, or any other "taking damage" indicator such as the screen going red.

While I do agree with having a mini map of some sorts, maybe an arrow indicating where to go would be enough. Exploring is great, but since the movement is kinda slow, it's a little bit tedious.

The movement is a little bit slow to my liking, but I think that's fine for this game. Also when you get a lot of teammates, they seem to like to stand in the way of where you're going, especially when you try to back out from a spot.

The shooting mechanic is kinda broken in an overpowered way. Since there's no ammo and no reloading, you can just hold the shoot button and aim at the general direction of the enemy. But I guess it's more fun this way. It's especially satisfying to see the whole squad mow down a group of enemies during the end phase.

Speaking of the end phase, that part is really great. I like how you have to go back to your ship while defending your squad against incoming enemies.

Unfortunately I don't really understand the "trigger devastating chain reactions" part that you described in the description of the page. Unless you meant having to take control of the ship and make it explode at the end.

The art is really amazing. All of the small details in the ship and the props usage is really impressive for a game jam.

For audio, the SFX are great. Though it's a little bit quiet without any sort of BGM or ambience sound. I guess you're in space after all, and there's really no sound in space. Or maybe it's to add to the eerieness of the whole abandoned station


Developer (3 edits) (+1)

Thank you so much for a thorough playthrough and complete analysis! Hugely appreciated! I'll address some of these to garner some interest in the upcoming patches if that's ok. ;) 

HP:
You're right about HP bars / damage indicators. Will be implemented, as well as a blink or something along those lines to tell you that you have been hit. In the end it's just basic game feel thing. Very important. :) 

Map: 
I figured out yesterday how I might be able to keep the exploration for the ones liking that part, AND have a map to ease the mindless wandering around the station while looking for the next phase console: I'll bring in a toggleable map mode. Idea is that the map mode is something akin to the BF2 commander view: real time map that you can actually play in as well. When toggling the map mode the camera would move further up and in the middle of the map, and change to orthopedic view. This way you would be able to see the pulsing green spotlights with one glance quickly - or even play in the map mode. The downside of playing in the map mode would be that it's just harder to aim and hit anything. 

Don't know how it will go, but we'll see next week or so. :) 

Movement: 
This is something that needs a proper overhaul anyway. These current mixamo animations don't really work well on this fellow, so I'll need to work on the movement in general while I'm at it. Got to make the teammates to give room as well. That blocking is annoying as hell. ;P 

Ammo:
Ammo, grenades, turrets and such are on the planning board. Maybe different weapons and so on, but this will take a bit longer to implement. I kinda really like the rambo group, but if I want to make this a longer, real game, I need to figure these things out. I have an vague idea that the group escapes and gets stranded on a planet below, and it's in the middle of AI uprising or something along those lines. Chaos anyway.

At the moment the shooting with a full team IS satisfying, but only for the first playthrough. Gets old pretty fast as it takes away the challenge. 

Glad you liked the ending! It's a bit chaotic and pretty much the only part in the game I personally can lose anymore after playtesting the whole weekend. But it's the part I like most.

"Trigger devastating chain reactions" :
This is actually invisible in the web-build at the moment. :( But it's there, "trust me". ;) Something happened with the indicators and explosions during the build and that took a lot out of the game I played myself. Didn't have time to fix it, so here we are. ;) Anyway, when the drones explode, they damage all nearby drones as well. They don't explode right away from the first nearby explosions (unless already damaged by the player), but from the second one. For me this was apparent especially in the testing grounds with masses of drones. Killing just a few would trigger a cascade of explosions from drone to drone, that spread like a wild fire. Sadly, I apparently failed to bring it in properly to the final jam-build experience. Needs more drones, a horde of them, to really notice the chain reaction. 

Audio:
Very good point. Will bring ambient noises a bit up, and add more of them, as well as more ambient sound triggers and such. Music - not sure of yet. In some form in far future for sure, but how and when is a question mark. :) 


Submitted

Oooh that map mechanic sounds interesting.

Yeah the walking animations are a little bit wonky. Sometimes it looks like I was moving sideways, even though I'm currently moving upwards.

Different weapons sound exciting, though I agree it may be a huge undertaking. It would be nice, although maybe hard to implement, if you were able to give different weapons to different teammates.

I agree that having the whole team shoot at the same time is overpowered. Though it would be justifiable if the enemies are also overpowered ;)

The chain reaction thing is unfortunate, though I imagine it would be really satisfying to see a whole bunch of drones exploding from each other.

Developer(+1)

For a little while I had actually implemented that you could switch between teammates with the idea that you could leave them behind or order them to a certain spot on the map. They'll automatically attack anything nearby, so they'd be sentries guarding a corridor or something. With different unit specialties you could even have one "hacker guy" hack the consoles while the machine gun rambo defends in some safeish spot. This needs some work and thought, tho, but would be super to have in the game later on. :) 

Submitted

Okay that sounds really interesting. I really like the idea.

Submitted(+1)

i understand the vibe and atmosphere, it’s the calm before the storm kind of thing. when the swarm of drones start attacking it’s start to get frenzy and fun! however the inbetween feels quite empty with less interactables. Maybe because the map was too big for its own scope. I appreciate you produce this level of quality during a short jam period. kudos!

Developer(+1)

Thank you so much trying this out! Phase 1 is indeed meant as a tutorial phase without enemies, just to let you get used to the station and the controls. Calm before the storm, as you said. But I need to add some roamers in the other phases. Otherwise the storm really never comes until the last phase. ;P 

Submitted(+1)

so first of all, you can make the web build in unity be 720p default, and it would make the page much more appealing instantly, and with this big of en embed, i cant scroll when the game is on my screen
the shooting sfx starts too sudden and noisy, and if you make a single shot it doesnt sound complete
its really hard to take combat encounters, when character takes a second to start going in a new direction, well and obviously u cant move the character and shoot at the same time and thats awful
in the very first part of the game where player needs to find the console, u could block out parts of the ship or be more direct on where the player needs to go, cause i was wandering around for like 2 minutes
combat encounter are not engaging at all, first because there is no movement involved, each soldier has only 1 live so room for mistakes, but with a lot of soldiers could be good, infinite magazine, and too wide spray pattern that its unsatisfying to shoot.
honestly the idea is just not it, sci fi aesthetics are too niche, the visuals here is just assets, tho they look good enough when put together, the background of space is bad and doesnt fit, the core gameplay itself is too generic on its own, just guys walk around and shoot robots and wander around the ship. I hated that i was forced to wander around the ship 80% of the game, walking is not satisfying and boring without any encounters . I think this could be executed better, but it wouldnt make gameplay better. You would need to pair this with at least something, like roguelike or rpg elements, entertaining story, stunning art and sound, this gameplay is not good on its own

Developer(+1)

Exellent! Just what I asked for. :) In one thing you are wrong tho! "well and obviously u cant move the character and shoot at the same time and thats awful" - You CAN! :) Just click somewhere and they start walking OR backing down and you can shoot and walk backwards. 

But thank you for your pointers! I will consider this hard and well when I continue with the game. :) 

Submitted(+1)

yeah i did that, but what i meant was i cant quickly maneuver while also shooting, since i need to do both with a mouse

Developer

Yea that's true. Adding a WASD-movement on top of mouse control as well this weekend. :) 

Submitted(+1)

This was a neat experience!  It felt really cool when the whole squad of guys joined up toward the end.  I agree that a minimap would be a nice addition (not pathing/telling you exactly where to go, but a vague indicator of what direction to go could be nice).  Then again, there was something kind of nice about exploring the ship naturally except when there was time pressure at the end.

Graphics and sound were both solid.  The guys kind of slide around and don't really look like they're anchored to the floor, but that's not too bothersome.

The movement and gunplay felt nice to me; I didn't have any problems picking up the controls.  One thing that was a little bit difficult about it was that strafing/backing up while shooting was a little bit difficult (move the mouse to click behind you, then move it back to where you want to aim); I'm somewhat more used to twin-stick style shooters that give independent control over moving/aiming, but I actually kind of liked that this did something different with movement.

All-in-all, this was a really solid jam entry.  Nice work!

Developer

Thank you so much for a thought out feedback and trying the game to the end! :) 
About the movement, yea. The animations need some work, and that someone's earlier comment about adding WASD-movement on top of the mouse controls is a very good idea. :) 

Submitted(+1)

This is a really nice game , i don't have a problem with the right clicking to move , Good Job Overall ! 

Developer

Thank you a ton for playing and for your kind review! :)  

Submitted(+1)

I really love the atmosphere here, but I had a really hard time moving around. I would've much rather moved with ASWD instead of right clicking. I would move a few steps then stop and it didn't seem to move where/how I wanted to.

Developer

Thank you for valuable feedback. WASD isn't impossible to add on top of this. Could actually be a huge intuitive improvement for tight spots when you need to back away from the fight but shoot at the same time. You can do it now too, of course (they can walk backwards and shoot at the same time), but it definitely would be a plus as an option. :)

Thank you! Appreciated! 

Submitted (1 edit) (+1)

Really love this, especially the environment is just lovely. I don't think I agree with the idea that it needs a HUD minimap / other meta navigation. The signs above the sections are already a good start and I would love to see in-world navigation markings on the floors to help find your way around the ship, a bit like a hospital. Overall,  I think the initial mystery of having to explore and then slowly becoming familiar with the ship layout adds to the enjoyment.

Also love how simple the controls are, really nice! The actual movement could perhaps be polished a little bit, but moving around and engaging in combat is already very fun imo. Great job :) 

Developer(+1)

Thank you so much for trying it out and for your feedback. :) Hehe, you're absolutely right about the movement, btw. ;) The mixamo animations I picked didn't really suit this guy. ;) Looks funny, especially when running to the right. Also the slight sliding doesn't feel too good, but didn't have time to focus on it any more than I did. :) Such is life.

Those floor markings are actually a really good idea either way! 

Submitted(+1)

I need GPS!!! But the game looks cool

Developer (5 edits)

Lol. Yea, I get that a lot xD Coming in the future. 

Edited my game page a bit. Could as well put the edit in here too: 

 EDIT/NOTE: Overwhelmingly people seem to get lost in the station and not find the right place for the next phase. Minimap/radar coming in later patches after the jam, but for now here's couple of hints for the testers. :)

Look at the signs and icons on top of the doorways as you explore in the first phase and later on.

The important signs are always lighted with a white spotlight and they're facing up for the player to notice easier. Each screenshot on the right has an example of an icon sign. Look for those.  -> (screenshots are on the right in the game page ;P) 

The right console for any phase is also always marked with pulsing green spotlight, and escape locations are marked similiarly. There are no other green spotlights in the game except the one you should see at the time. You see one, it's important.

For example: the embedded screenshot above shows the green spotlight for extraction spot in the hangar.  (Embedded BG image on the game page ;P)

SIGNS TO LOOK FOR:

Ship icon -sign: Insertion ship 
Satellite dish icon -sign: Communications
Shield icon -sign: Security
Electricity/Lightning icon -sign: Powerstation / Reactor
"Bridge" -sign: Bridge
"Hangar" -sign: Hangar
"Escape pods" -sign: Escape pods

Submitted(+1)

Wow, the surroundings are amazing! You would think that there was an entire team of 3d modellers and designers to make such an immersive and detailed ship. This makes players actually roam around and learn about the world, which is nice. Though the navigation itself was picky, I wish a 'circle'  appeared each time you set a new destination for the player, because otherwise it's confusing. 

Enemies, to be honest, felt bland, and I didn't understand anything about their chain reaction. When one blew up, others around it didn't.

I love the idea of a shooting wall. Felt like Rambo when I stood at the choke point with others and demolished everyone in lead rain. 

I wish there were more sounds and music.

Developer

Thank you so much for trying the game out! 

For the navigation I'm thinking of a aliens-like scanner on the lower right corner that would show enemies and the next destination as a vague "this way" way. 

Enemies, yeh. Got to work on them a bit more. They do blow up, but not from the first nearby drone that explodes, but from the second explosion, I think. The desktop version had a big cartoonish text appearing over each chain reacted explosion, but that got lost in the web build. :(  Idea was that you would have to weaken them a bit and then blow something up, and then it would create a nice huge cascade of explosions. Didn't work as intended - especially on this web build. 

The surroundings are modeled by a team I think. These are Synty Studios' assets that I have bought. Have wanted to create something out of them for a while now. 

But yea! That shooting wall is extremely satisfying. :D

Submitted(+1)

Hey thanks for making and sharing the game. Couple of points. When the game started I was looking at the spacecraft (fighter jet looking thingy) so my assumption was I should get in and start flying. I assumed because the title was spacecannon it meant running a cannon on a space ship. So I spent a good minute trying to get in the spaceship before I realized I was not meant to go in there. Secondly, because there were no map, it was hard to figure out where to go and when I eventually got there the drones spawned instantly and I couldn't react fast enough and died. For a game jam when people rating it are probably only going to play it  a few minutes before deciding to stay or leave, that felt...unsatisfying. It might be best to keep the level design tight and straightforward. Maybe only a couple of rooms initially before you open up the rest of the spaceship.

Developer

Thank you so much for your review! And very good points as well! 

Submitted(+1)

The assets looks great and the combat is fun. Good job.

Developer(+1)

Thank you so much! <3

Submitted(+1)

Pretty cool game! The ending I found a little tricky but still a pretty cool experience overall. While others have said a compass or a mini map could help I slightly disagree . You already had the signs that said "Medical Bay 1" and "Bridge" and if there was more of that, that'd be fine. Even more in game pointers similar to that, that don't require UI or any too direct information thrown at you would be neat. I did like the strategic element of having to find a space where you had room to move in the limited time you had before drones arrived. I think having a few small drones attack you while you're on you're way to another objective could help keep things engaging. Definitely a cool vibe though,  it was pretty fun to navigate once I understood the level layout better. Shooting was pretty fun when more people joined the squad too. Good work!

Developer(+1)

Thank you so much for trying it out and for the feedback! <3

There actually ARE signs on top of all relevant doorways (and irrelevant in the case of medbays), but for communications it was merely a sign of a satellite, and for security it was a shield-sign. Hangar was "hangar", insertion ship merely a ship-sign. Escape pods were "escape pods" and the powerplant a electricity/lightning sign. So yea, there are lot of signs, but the relevant ones are always on top of the doorways, facing up to the player, and with a little spotlight to light them up. :) Glad you noticed these! <3  

You're absolutely on point with the idea of smaller drones roaming around in between the waves. Will be added in the future. :) Didn't have time to figure out the AI for these in the 72h, but now that the jam is over, they'll definitely be added. :) 

And yea! I love the feeling of letting them machine guns loose when the whole squad is present. Find a choke point / long corridor and just form a firewall. Boomboomboom <3 Easypeasy.

Submitted(+1)

Oh, yeah I might be blind then lol. I guess I missed the icons, and was more focused on text in my head lol. Fair enough, my bad lol. Gl on expanding the game, however much you do!  

Submitted(+1)

Drones! Never been so much fun!


Found myself wishing it was longer. Agreed with that other fella who said navigation was a little tricky. I realized eventually I'd seen a symbol that might represent where the reactor is. Could be an idea to lean into: the fact that your guy doesn't know the station from the beginning, but has to explore it and learn. Either way, nicely done!

Developer (1 edit) (+1)

Woo! \o/ Another Cannon Fodder fan <3 

But that's just great if you wanted it to be longer! Best possible feedback there! :D But yea, the navigation needs more pointers and maybe a minimap or something.
And yes you're on to it - the signs on top of the doorways are supposed to lead you to the right room, and the green pulsing spotlight above the correct terminals was meant to lead to the exact spot where you can accept the next phase. 

The first quiet phase where you should head to the bridge was meant to give time to get familiar with the place and explore around. I guess it's big enough to get people confused. I'd love to  add some voicelines to the exploration phase, like "Hmm.. this must be the communications.." and stuff like that.   

But the general feedback is that it needs to be more clear, so more clear it shall be. :)