Ludum Dare #28compo
Carnage
The number in the top left is your health, below it is your armour. The number at the top of the screen is your kills, the two numbers at the right side of the screen are your ammo. You have three guns; a pistol, a shotgun and the peashooter. The peashooter doesn't use ammo. You can't restart(sorry).
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Made with Unity.
Textures made in Paint.net.
Sounds made in FL Studio.
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Stranded on an alien planet, your only chance is to kill as much aliens as you can. You only have one dose of Carnagin left, it will increase your strength to extreme amounts.
CONTROLS;
WASD - Move
E - Use Carnagin
Mouse 1 - Shoot
Mouse Scroll Wheel - Change Weapon
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Made with Unity.
Textures made in Paint.net.
Sounds made in FL Studio.
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Stranded on an alien planet, your only chance is to kill as much aliens as you can. You only have one dose of Carnagin left, it will increase your strength to extreme amounts.
CONTROLS;
WASD - Move
E - Use Carnagin
Mouse 1 - Shoot
Mouse Scroll Wheel - Change Weapon
Genres: shooter
Comments19

PEBKAC16 Dec 2013, 00:43
I can't seem to run it on windows. I've unzpped the package, but Unity throws an error. "Unable to load mono library from "C:/Users/pim/Downloads/_LD28/mrAmazing_Carnage_win_x86/Carnage_Data/Mono/mono.dll" (error = 126)."

MrAmazingSocks16 Dec 2013, 00:53
Uploaded fixed Windows version, should work now.

biscuitdough16 Dec 2013, 07:57
There was not a lot of real feedback, for getting hit, for shooting things, when I died I didn't really know why. I could barely tell when I was hitting things.

MrAmazingSocks16 Dec 2013, 17:02
Yeah... could of improved feedback, I tried to make the enemy projectiles go slower but they just stopped after a tiny distance and fell to the ground and I didn't know why and after experimenting with it a little just decided that there was not enough time and moved on.
The enemies bleed when you shoot them, though it's not always clear because your weapon usually blocks your sight of that a little. I always liked the trial and error style of shooting and thought it added to the challenge a little.
The enemies bleed when you shoot them, though it's not always clear because your weapon usually blocks your sight of that a little. I always liked the trial and error style of shooting and thought it added to the challenge a little.
Jago16 Dec 2013, 20:33
I had really hard time killing the enemies. It felt like my bullets had no effect on the aliens.
Donutttt16 Dec 2013, 20:34
Not bad, always amazed to see a 3D game made in 48 hours, well done!

CaptainKraft16 Dec 2013, 20:43
I had no UI for ammo, health, or anything else. I had a weapon that would recoil and sometimes it seemed to hurt the enemies, but maybe I just ran out of ammo. I also couldn't tell the weapons apart very well.
Daniel X. Moore16 Dec 2013, 20:44
The vertical mouse sensitivity was extremely high. I also couldn't tell if my shots were hurting the green guys (enemies?).
hypothetical16 Dec 2013, 20:56
I wasn't really sure when the enemies were doing damage.

Danman991416 Dec 2013, 20:58
Very little feedback for actions and ambiguous GUI (is the blue text a shield?). I also couldn't replay the game after I died without F5'ing. The music had a groove to it.

MrAmazingSocks16 Dec 2013, 21:02
The blue text is a shield.(It says what everything is in the description) and I couldn't manage to make the game replayable, so the only way is to f5 unfortunately.
acp_ld16 Dec 2013, 21:32
I thought the graphics were really appropriate for the feel of the game. I couldn't see what was shooting me or see what I was shooting. The easiest way to restart the game in Unity would be to just reset the scene.
tommakesgames16 Dec 2013, 21:54
Couldn't see my own shots. Couldn't see enemy shots. Couldn't see why I was dying.
Jellycakes17 Dec 2013, 21:20
Pretty cool, thought the one time use of an extreme powerup was nice, since you had to decide when to use it. Got a little bit hectic since it seemed like the enemies could damage you from a little bit far away. Other than that, thought it was fun! Reminded my Doom.

cappelnord20 Dec 2013, 12:05
Some visual or audio feedback when you get hit would have been nice. You can see the numbers go down but a screenshake, red flash or a sound would have made that more clear.

kalth.streil25 Dec 2013, 00:43
I felt like shooting with a toy gun :(.
I think you need more feedback so as to make the player feel more integrated with the game.
How did you implement the bullets? My game was also made with Unity and we implemented bullets as GameObjects with a PhysicalCollider and the graphics stuff (a Sprite with a texture in our case), would it be easy to add any kind of graphic element to your bullets?
48h game, nicely done despite of the mistakes :)
I think you need more feedback so as to make the player feel more integrated with the game.
How did you implement the bullets? My game was also made with Unity and we implemented bullets as GameObjects with a PhysicalCollider and the graphics stuff (a Sprite with a texture in our case), would it be easy to add any kind of graphic element to your bullets?
48h game, nicely done despite of the mistakes :)

PaperBlurt30 Dec 2013, 19:42
Fun, nice, simple gameplay but also good work with the mood I think..

archaeometrician6 Jan 2014, 03:52
Cool game, as Donutttt said, it's always nice to see a 3d game in the LD compo ! It's a nice FPS, the 3 guns features is interesting, the Carnegin bonus is cool too ;)
Great work :)
Great work :)



I got the error: "Unable to load mono library from "C:/Users/owner/Desktop/Ludum Dare/Carnage/Carnage_Data/Mono/mono.dll" (error = 126)."
May want to fix that?