*Hide the enemy* and *infiltrate* *in the base*. When they see you, they alert base and you have to *sacrifice* an ability to revive. Can you infiltrate ?
Game has only *3 levels*, *can be finished* *under 5 minutes*.
Your Abilities: Cloak *(Invisibility)*, Shooting and Dashing
If you *lose all your abilities* and you stuck, you can always go options and Clear Sacrifices.
(You can find source code *(Unity Project)* in itch.io page)
Great idea! More (and randomized) sacrificial mechanics would probably benefit the game forcing the player to think through which one they pick; rather than just using a standard choice track.
@evan-overly Move speed problem fixed and i added a mouse sensitivity slider :smile: . Player speed and mouse sensitivity was affected by screen resolution. Thank you for your feedback, it really helped !
Nice game! I finished it after a few tries, despite mouse sensitivity problems (I didn't see the sensitivity slider). The game is well balanced and visuals are okay. Congratulations :-)
First stealth game I have come across in this jam and I think the sacrifice mechanic fits the genre very well. Some next steps could be losing the ability to be silent, to walk on walls, to see the enemies' line of sight etc.
A super fun idea, and the game is also fun to play. I would really have liked some music in the game, or perhaps just some more sound effects. The controls is okay, but they needs a bit fine tuning. Overall a good LD game. Well done.
I like the idea of having to sacrifice an ability if you fail. It does make the game harder after you've already failed though, but that's not something to think about for a jam game. :)
I did have some issues with the controls. The mouse sensitivity was set far too low for me, making it hard to move the mouse and combined with the movement that went way too fast, it made the controls difficult. I also ran into a bug where I went into a wall and fell out of the world. Probably a Unity bug, but I thought I'd let you know.
@evan-overly@pantoufle@jharler Sorry for bothering, can you text me the screen resolutions you played the game ? You may write here or contact me via discord *BerkinAkkaya#2064*, thanks :slight_smile:
@berkin I used 2560x1440 in Windowed mode. I just tried a couple other configurations and had the same issues with mouse sensitivity and and movement speed.
I increased range of *mouse slider* and decreased *move speed*. You can try again if you would like @game-coder28@domixltu2 and thanks, i am glad you liked @game-coder28 :smile:
The idea of sacrificing abilities is really nice! I had a lot of fun playing hte game. I would have loved some better graphics with this concept, though. But again, I think the most important is that the game is fun :D Congrats!
First death came out of nowhere that was probably bad level design let me learn controls before you kill me :P I have no ide how to trigger that invisibility or dash abilities some tutorial about using abilities wouldn't be bad. In general, concept has some potential but execution could be better.
I played your game and I think you could expand this into a fun little stealth game. The shooting was really satisfying, and I enjoyed the explosion effect. The controls were tight, both movement and looking around. For a game made in a weekend, this is very well done.
Feedback: - Sometimes I would walk past an enemy while cloaked and think I was fine but end up getting caught anyway. Or maybe I would get caught and it wouldn't trigger the "sacrifice a mechanic" screen until some frames later, perhaps? - I think it should be more obvious which way enemies are facing to more easily plan your route and getting caught would feel more deserved. - I think that the execution of the theme was more of a detriment to an otherwise short and interesting stealth game. Permanently losing mechanics was a bit frustrating. - your probuilder is showing! Simple textures could make this look much more polished.
@xesenix You are quite right. I was bad at level designing. My next LD game will have a better introduction and tutorial sequence :smile:. Thank you for your feedback, i'm glad you liked the concept !
@dougdevs There might be some bugs, i had problems with ProBuilder's auto generated mesh-collider, sorry about that :smile: I liked the probuilder's texture but you are right, i should have worked on it :smile:. Thanks !
I didnt know why music is switched off by default, I dragged the dot, and than understood, JK XD It is hard to understand how to dodge these enemies, but when you do, it is really pleasant
Pretty cool, I found the movement speed a bit to high though. Also I would have liked a button to restart, I think the restart button didn't give you the items back.
A tutorial sequence needed in my opinion. Also the first level the enemy killed me before I time to finish reading the instructions. Otherwise a solid entry!
First, for a 3D compo, it's overall really great. I enjoyed it, even if it is in a really ProBuilder-ish state of level design. It really seems like a cool concept. The idea seems cool. But at some points the game could be done better, even if I know if was done in 48h.
When I started, I was killed after a couple of seconds while trying to read the tutorial texts, surprising it was.
And also, I think you should disable the Audio rating, or I think you will have bad surprises. Yes, I tried to enable music in options. I regretted.
I will not take what I will say below in account when rating, but it's some advices of things that could be improved:
While playing, I tried a lot of time to shoot on enemies and it was incredibly hard to do without having the explosion going out of range, it could be better to have a bit higher explosion range, because with only 3 bullets, a missed bullet is really a problem.
Also, it was really hard to find out where were the enemies without being killed first, sometimes, you can even discover where they are after dying a couple of time. In that case, invisibility can be great, but I don't think it's a great way to know where are enemies. Maybe put a higher cooldown after being seen?
In term of bugs, be careful, when you move in a corner of a level, you can get through the wall, and leave the level, and well... It was surprising at first.
Idea is great, but IMO you should allow player to continue his mission after doing the sacrifice. Also, sometimes being spotted felt random. I didn't liked the motion blur, but luckily there was option to turn it off. Nice entry :)
By the way, I should mention I played this game on stream! https://www.twitch.tv/videos/344544405## I started this game 2 hours 37 minutes in. I would have liked to play more but I wanted to get lunch. Hope this helps!
Played the game, you might've been right about the 5 minute mark! When retrying the level, I gained back all my abilities, so It didn't feel like I had to sacrificing anything when getting caught. The game looked quite nice. Maybe the enemies could've had a mark above their body when they spotted you? This way, it would've been more visible. Also I think they reacted too quickly. Usually when they spotted me I had no time to react and kill them. I usually just tried to cloak my way to the end portal and that kind of worked out. I would've liked to see more complex level design, but good job on the game nonetheless!
Could you please set your game to “Windows Download” on your itch page? I would like to play it via Itch client but it shows as “not available on Windows”.
I played your game. I like the concept of losing an ability upon making a mistake, although I think it may have been better to not reset the level afterwards. Just punish the player and let them continue. The reset both pulls the player out of the game's flow and also resets any progress made only with more limitations to gameplay. It would be more appealing to be punished for a mistake but then allow the player to soldier on, maybe getting to the exit limping and without any skills left.
The graphics are very simple, using only geometric figures and default or no textures. The explosions were a really nice touch though, but be careful about Compo guidelines, you have to draw these things yourself.
If I judge you correctly, I would assume you are a beginner level game developer (no offense meant if I'm wrong), so there are lots and lots of things for you to explore going forward. If I may, I would suggest you pick one field of expertise you want to improve, and challenge yourself to do something better in that direction for your next LD.
You could start with drawing your own textures and put them on your geometric shapes. This should give fast results and make the game look much less generic. You could also try to model simple shapes in Blender to replace your cubes and spheres. As for wall and floor textures, why not try to take some photographs of actual floors or the view out your window. That should make your game look much more interesting than the prototype panels.
Since there was no music and almost no sound effects, maybe try playing around with tools like Bosca Ceoil, which is really beginner-friendly. Sound effects can be generated very easily using Chiptone or bfxr.
Finally, when it comes to game design itself, I found it helps immensely to study games that other people made and provide feedback about what can be improved. This puts you in a problem-solving state of mind that also helps learning what mechanics work, and what don't.
All in all it's a clever idea in the shape of an entry-level game. I wish you all the best going forward and improving your skills.
@cerno-b Thanks for valuable feedbacks ! It was my first LD experience, your advices really helped. I will keep your advices in my mind. By the way, about explosions, i thought unity's own packages allowed but you are right, complete assets may be not :smile:
I think the assets in unity that are allowed are limited to code fragments. Just be sure you mention any code that's not your own on your game page.
Using premade graphics in your Compo game is against the rules though (fonts are ok). No worries for your first LD, the rules can be a bit confusing sometimes. Just a heads up for next time.
(Thanks for fixing it btw!)