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A jam submission

Attack OverloadView game page

A crumbling arena overflowing with enemies. Attack to Survive!
Submitted by Kid Chaos — 49 minutes, 20 seconds before the deadline
Rated by 3 people so far
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Attack Overload's itch.io page

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Ai Usage

AI Assisted

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

For 13+

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Comments

Jam HostSubmitted

Fun game, I get the disco theme, great design, just wished the colors were a bit more muted or less eye-straining so its easier to play longer. 

Developer (1 edit) (+1)

Thanks for playing. Glad you found it fun and liked the design. I really enjoyed watching your stream.
The version you tried was actually a rush job where I slapped some effects last minute. The current updated version was what I planned to submit but couldn't because of some game breaking issues. Now I fixed that and improved the visuals so it's not as much straining on the eyes.
Hope you get a chance to try out the latest version and share your feedback, even if you don't stream it again. 

Jam HostSubmitted

I can revisit it today, forgot one note, if you can add a streamer friendly version where the music will not cause us to have monetization issue, that would work well for us so we can promote it more for you. If its not going to be commercial then don't worry about it. You can replace these copyright music with simpler not copy-righted beats. 

Here's a notice I got from putting video on YT. 

Developer(+1)

Sorry you got the copyright claim but I think yt ai flagged it. Because the soundtrack is COPYRIGHT-FREE content I got from Pixabay. 
I have the certificate for it too. I'll add it as downloadable on the game's itch page. You can use it to remove the copyright claim.
Here's a link for the soundtracks so you can check it :
BGM Home Page :
 -> (Old version) https://pixabay.com/music/synthwave-retro-synthwave-background-soundtrack-341853...  ,
 -> (New version) https://pixabay.com/music/house-house-556493/
BGM Gameplay :
 -> https://pixabay.com/music/dubstep-epic-metal-dubstep-cinematic-144716/
(This is the track with the claim, but in Pixabay and in Youtube it is under a different name and author, so I don't know how that works)

Jam HostSubmitted (1 edit)

yeah the problem with copyright free music is that there is a loop hole that some companies abuse, even if the artists don't claim it, they can claim it if they register it as an arrangement (like an album) =_= yep... Its alright don't worry about it, YT is a hellhole now on copyright claim issues with music, even completely original songs that sounds too close to someone else gets flagged. 

Developer (2 edits) (+1)

Hey...it's done. Updated the game with new copyright-free music. Added all the certificates as downloadable too.
Hopefully no more YT copyright claim issues. Thanks.

Jam HostSubmitted

thank you appreciate the effort. <3

Submitted

Really good game you made well done! The graphics are really effective, and the music fits well with the game. And I also like the fact you made a lot of enemies chasing me, which makes it look hard.  However, if I had to say something you need to improve, it would be the fact the gun and the hitbox. The gun comes out of nowhere makes it confusing. And I think you made the player hitbox way too small. Although the game is really fun with like the 100 enemy ai movement mechanics. 

Good luck :D

Developer(+1)

Thanks for playing the game and for the feedback. Appreciate it :)
The initial gun (or the gun when there are no gun drops available in the arena) spawn nearby the center. I couldn't fix a specific a place for the gun spawn because the whole arena is destructible, but I'll try to make the gun spawn more prominent (maybe a drone fly by that drops a loot box or something). However, an indicator will appear on the screen pointing towards the nearest gun when you're empty handed.
 
I have uploaded an updated version of the game, with (I think) better graphics, UI/UX and hitbox and hurtbox issue resolved, so I hope you will get a chance to give it another try and share your feedback. Thanks.

Submitted (1 edit)

Interesting take on the bullet heaven genre. The music was cool and the screen effects were kinda fun. It's clear you were going for a chaotic atmosphere. Unfortunately, almost all of the tweaks to the formula made it worse for me. Here's how a typical run went:

  • Map starts, there's a gun nearby. But don't pick it up! You'll waste limited ammo.
  • Enemy spawns. Now it's safe to pick up the gun. 
  • Fire at the giant red cube. (Gas pump?) 
  • Bullet goes right through giant red cube without hitting it. Try to aim at its center of mass? the ground beneath its feet? The white dot you can't see half the time? Where's this thing's hitbox!?
  • More giant red cubes start to spawn. Eventually, if the horde gets big enough, I'll start hitting some of them, I guess.
  • Every few seconds, there's a lag spike. Not sure what's causing it. Maybe it has to load the gun model every time you get a new gun?
  • Speaking of which, having to go and get a new gun every 5 seconds is annoying. Half the time, it spawns in the middle of the horde. I can't imagine a 2% chance of getting an SMG instead of a pistol is going to save this mechanic.
  • My hands tense up every time I'm forced to go near the edge, every time I'm forced to jump, every time I realize my gun stopped working... pretty much any time anything that makes this game unique happens, my blood pressure goes up.
  • Let's talk about jumping, by the way. My back is to the wall. There are enemies all around me. I have a double jump ability. I'm mashing the spacebar. Why my character not go up? That was rhetorical. You're using Unity, so the answer is probably you used a Rigidbody instead of a CharacterController.
  • You really need to be more generous with the hitboxes, man. Each enemy should have a hitbox for world collisions that's the same size as the mesh, a seperate hitbox for player bullets that's a bit bigger, and a third hitbox for damaging the player that's a little smaller... oh, wait, you used Rigidbodies for everything, I forgot. Make the player bullet hitboxes bigger, then. No, wait, then they'd hit the world geometry when it doesn't look like they should. Okay, so give the player bullets a larger enemy-collider that fits like a shell around the world-collider. I'll take anything. This business of firing into a crowd and somehow missing half the shots is ridiculous.
  • If the bullets moved faster, it would really make it a lot easier to hit what I'm aiming at. I believe Unity has a physics setting to brute-force solve the problem of projectiles "ghosting" through colliders, and if that's too computationally expensive to use, just use box colliders for the bullets, but stretch them along the bullet's trajectory so you're firing long rectangles that get longer the faster the bullet is. 
  • (IMPORTANT: change the Box Collider numbers. Do NOT scale the bullet GameObjects! It'll break the physics collision process entirely if any physics objects are scaled to non-uniform proportions!)
  • Actually, could ghosting explain why I'm missing all the time? I dunno. The bullets seem pretty slow. It doesn't look like they're moving fast enough for that to be an issue. Then again, at these frame rates, I suppose anything is possible.

I hope you improve the game. You've got a nice theme going. Now you just need to focus on the fundamentals. Your movement, jumping and bullet collision need to be, well, bulletproof. 

Good luck!

Developer

Feedback so honest you had to say it twice! But thanks for giving it to me straight...truly appreciate it. And thanks for trying out the game.
Glad you liked the music, I love that soundtrack with this gameplay. And to be honest, the effects were a rush job, but I'm happy it gave the chaotic vibe. 
About the gameplay, the battles are supposed to give you that tense feel like you're on the edge and excite feel when you take down a cluster, but if it's just leaning towards the tense side then I will look into it and make the necessary tweaks.  The lag spike was probably because of a shader OOM issue which I fixed, but it may also be due to the camera shake on play zone shrink so I don't know if it's fixed.
I have uploaded an updated version, it's got updated UI, UX, post processing effects and I think I fixed the hitbox and hurtbox issues (my bad, i forgot to change the trigger collider sizes when I updated body child objects of the enemy and bullets), so I hope it'll give a better experience now.
Please check out the updated version if you get a chance and share your feedback.
(FYI, Fullscreen web version has framerate issues probably, so if you do give it another go try the web version without fullscreen or the pc version)

Submitted

Interesting take on the bullet heaven genre. The music was cool and the screen effects were kinda fun. It's clear you were going for a chaotic atmosphere. Unfortunately, almost all of the tweaks to the formula made it worse for me. Here's how a typical run went:

  • Map starts, there's a gun nearby. But don't pick it up! You'll waste limited ammo.
  • Enemy spawns. Now it's safe to pick up the gun. 
  • Fire at the giant red cube. (Gas pump?) 
  • Bullet goes right through giant red cube without hitting it. Try to aim at its center of mass? the ground beneath its feet? The white dot you can't see half the time? Where's this thing's hitbox!?
  • More giant red cubes start to spawn. Eventually, if the horde gets big enough, I'll start hitting some of them, I guess.
  • Every few seconds, there's a lag spike. Not sure what's causing it. Maybe it has to load the gun model every time you get a new gun?
  • Speaking of which, having to go and get a new gun every 5 seconds is annoying. Half the time, it spawns in the middle of the horde. I can't imagine a 2% chance of getting an SMG instead of a pistol is going to save this mechanic.
  • My hands tense up every time I'm forced to go near the edge, every time I'm forced to jump, every time I realize my gun stopped working... pretty much any time anything that makes this game unique happens, my blood pressure goes up.
  • Let's talk about jumping, by the way. My back is to the wall. There are enemies all around me. I have a double jump ability. I'm mashing the spacebar. Why my character not go up? That was rhetorical. You're using Unity, so the answer is probably you used a Rigidbody instead of a CharacterController.
  • You really need to be more generous with the hitboxes, man. Each enemy should have a hitbox for world collisions that's the same size as the mesh, a seperate hitbox for player bullets that's a bit bigger, and a third hitbox for damaging the player that's a little smaller... oh, wait, you used Rigidbodies for everything, I forgot. Make the player bullet hitboxes bigger, then. No, wait, then they'd hit the world geometry when it doesn't look like they should. Okay, so give the player bullets a larger enemy-collider that fits like a shell around the world-collider. I'll take anything. This business of firing into a crowd and somehow missing half the shots is ridiculous.
  • If the bullets moved faster, it would really make it a lot easier to hit what I'm aiming at. I believe Unity has a physics setting to brute-force solve the problem of projectiles "ghosting" through colliders, and if that's too computationally expensive to use, just use box colliders for the bullets, but stretch them along the bullet's trajectory so you're firing long rectangles that get longer the faster the bullet is. 
  • (IMPORTANT: change the Box Collider numbers. Do NOT scale the bullet GameObjects! It'll break the physics collision process entirely if any physics objects are scaled to non-uniform proportions!)
  • Actually, could ghosting explain why I'm missing all the time? I dunno. The bullets seem pretty slow. It doesn't look like they're moving fast enough for that to be an issue. Then again, at these frame rates, I suppose anything is possible.

I hope you improve the game. You've got a nice theme going. Now you just need to focus on the fundamentals. Your bullet collision needs to be, well, bulletproof. 

Good luck!