Intro: In a world overtaken by machines, there is but one man who will challenge the destroyer of humanity; Hugh Mahn.
Instructions: Take control of our hero, Hugh Mahn, as he attempts to go back in time and stop the creation of the weapons of war used by the robotic overlords and face their most powerful termin… I mean assassin, Armless Arnold!
Mechanic: everytime you complete a level you will gain the ability to go back in time and remove a weapon from the robot war machines and start the conflict over. But be careful, removing the weapon from time will also remove it from your own arsenal! The only way to defeat Arnold is to strip time of every weapon made by the robots. Only once you start with nothing can you truly finish your journey and save humanity from the machine menace.
Controls: numpad 1-4 or right click cycles weapons. Each weapon has a ‘reload time’ after use, displayed on screen. Movement with ‘WASD’, look with mouse, shoot with left mouse click.
I don't seem to be having that issue with the html version of the game. Was it an error that happened at the very start or after you died or kill the boss once?
Having time clone was a nice idea. Didn't finish though since i let the rifle go and I really wasn't able to finish the second level even if there were two of us
@siarhei-pilat Thanks for the feedback. We wanted to make it so that to win you would eventually have to restart the level with nothing at all. So you just keep going back in time and destroy guns until you start with nothing
@Idontknow Was it the way they were controlled? Was it the cool down? This was our first time making a game like this so we appreciate any feedback that can help us improve
Nice modeling work and art in general. Gameplay was nice with all the abilities and stuff, but the WebGL version lagged quite badly in the action scenes. During the smaller area with 2 characters however, the framerate was stable. Some indication of hitting the enemies, like effects or some kind of health display would have improved the experience a lot. The UI could also have used some work. Still, a good entry!
I'm running this on Firefox on Ubuntu and it seems pretty laggy. Not sure if it's just me. I like the mixed use of 3D models and 2D sprites, it's charming. It feels a little weird to be able to run faster than your own bullets, but I can see why you sped up walking because of the movement penalizing green webs.
@erin@eranot It works pretty well on my desktop but when I run it on my laptop it is very laggy. This is the first game we made witht his many 3d assets at once.
Funny game and interesting take on the theme. I found the game a little bit hard. My personal comments : having more feedbacks when you hit or are hit would help, the bullets are to see on the background.
Love the programmer art haha I like how you make "start with nothing" be the goal of the game rather than actually starting with nothing In the web build console it looks like you have quite a bit of debug statements that are outputting every frame, this could be contributing to the lag
@Ninnec I found the abundance of green webs to be very annoying, as being slowed down by that just wasn't fun. It meant I needed to dodge those at just about any cost. The bombs, I couldn't tell how strong those were nor could I tell their range. Their lengthy cooldown made them feel like they weren't worth using, but I could be wrong here. And the basic bullet-shooter just seemed weak but I'm probably just nitpicking there.
This may be my favorite interpretation of the theme so far, I love the idea that "start with nothing" is your _goal state_. Unfortunately, I found the game pretty difficult to play, even on easy mode. I couldn't really tell if any of my shots were hitting the enemy, so I couldn't really tell whether, when I died, I had almost killed Arnold or had dealt him literally no damage at all.
Great take on the theme! Very unique. I thought the dialogue was funny. The performance is quite slow but jams don't give much time for optimization. As @niborious mentioned, the debug statements will definitely bog things down because they create garbage. Best to wrap them in a #if UNITY_EDITOR #endif block so they never execute in a build. I thought the caveman runs too fast and also it would be good to have colliders around the perimeter so you can't play outside the bounds. Definitely a nice base to expand on - good job!
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That said, with more feedback and some optimization this could be a lot of fun. Note: Played HTML version on Medium level.
I like how you make "start with nothing" be the goal of the game rather than actually starting with nothing
In the web build console it looks like you have quite a bit of debug statements that are outputting every frame, this could be contributing to the lag