No score. No object. Just shoot. A very simplistic and beginner-style game that demonstrates the basics of a Unity project. Centipede is an endless shooter that utilizes the very basic functions a 2D one-screen game possesses.
Very basic. Not much to say. Sound/music would have been nice, as well as more enemy patterns. I like these types of games, but like I said, it's very basic.
Nothing much to it, no objective, merely a 'check game and see what it is and okay I'm done since this'll never stop' And there is the possibility to stay to the left and kill the squares upon spawning. That aside, it's not bad, and you definitely should update this! :D
Honestly, I had only 4 hours to work on this since I wasn't at home for almost two days of the jam. I really would have liked to put music and other features in, but by the time I had free time, there was only 4 hours left in the jam. Ludum Dare 32 should see a better and more in-depth game from me. Sorry guys, but hope you like it anyways.
Good start for a beginner! - Hero ship controls - Enemy generation - Title Screen & Main game - Music Nice! Next time I would recommend introducing some variation in the gameplay that make the game a bit more challenging (and therefore fun!) since right now you just need to keep pressing the shoot button to win :D
Technically speaking, there is an objective, which is to not be hit by one of the centipede squares... since it kicks you back to start. I did enjoy the lack of score, since it allows the player to see the game mechanics as they really are.
This was very clean, and while it isn't very innovative, it does show promise since you stripped away things and revealed the game for what it truly is. I appreciate that "honesty" in the design, and it helps me sympathize with the lack of interesting interaction.
Since it does actually have an objective (don't get hit), and a way to avoid that (shoot blocks), there are ways to exploit the game fairly easily due to a design choice. Since the "bullet" isn't consumed or destroyed on impact, you can clear out entire rows of blocks by sitting in one spot (ideally one of the spawning sides) and shooting repeatedly. Also since you can shoot as fast as you tap space, there are very little limitations to encourage players from exploiting the obvious.
Of course, this leads to an underwhelming experience because the mechanics don't end up being that interesting to interact with. The endless nature of the game compacts this and makes any action the player decides to take feel irrelevant... whether they destroy blocks or infinitely restart the same sequence over and over due to their pacifism.
Oddly enough, I still felt compelled to write up all these criticisms even though it's fairly obvious where the game is lacking. I think it goes back to that honesty in the design... and how you didn't make any attempts to increase the longevity of the game with pointless score-keeping. In the future it could be good to keep this in mind, and to explore game mechanics with as little additional clutter as possible. Keep up the honest work.
Well it's a good start. The game idea behind this game looks good. But sad there is no score, and no challenge at all. I hope you will complete this game one day :)
Really liked the music, and think its a good start. I'm always a fan of a basic shooter. However, I think you need to balance the game design a little bit, all you have to do is sit on the side and spam the spacebar.
I like the mix of Snake and a shooting game, but it needs a bit of work. Music and sounds would improve it, as well as other targets, goals, an increasing difficulty, more variety, things like that.
Comments20
Nice job anyway.
That aside, it's not bad, and you definitely should update this! :D
- Hero ship controls
- Enemy generation
- Title Screen & Main game
- Music
Nice!
Next time I would recommend introducing some variation in the gameplay that make the game a bit more challenging (and therefore fun!) since right now you just need to keep pressing the shoot button to win :D
This was very clean, and while it isn't very innovative, it does show promise since you stripped away things and revealed the game for what it truly is. I appreciate that "honesty" in the design, and it helps me sympathize with the lack of interesting interaction.
Since it does actually have an objective (don't get hit), and a way to avoid that (shoot blocks), there are ways to exploit the game fairly easily due to a design choice. Since the "bullet" isn't consumed or destroyed on impact, you can clear out entire rows of blocks by sitting in one spot (ideally one of the spawning sides) and shooting repeatedly. Also since you can shoot as fast as you tap space, there are very little limitations to encourage players from exploiting the obvious.
Of course, this leads to an underwhelming experience because the mechanics don't end up being that interesting to interact with. The endless nature of the game compacts this and makes any action the player decides to take feel irrelevant... whether they destroy blocks or infinitely restart the same sequence over and over due to their pacifism.
Oddly enough, I still felt compelled to write up all these criticisms even though it's fairly obvious where the game is lacking. I think it goes back to that honesty in the design... and how you didn't make any attempts to increase the longevity of the game with pointless score-keeping. In the future it could be good to keep this in mind, and to explore game mechanics with as little additional clutter as possible. Keep up the honest work.
Good luck with further development. You have a pretty solid base right.