This was an interesting take on the genre. I had a hard time with some of the controls. Didn't seem to be able to turn most of the time. Doing a multiplayer game like this for a three day jam is still very impressive.
Well, not every day you see a multiplayer submission for Ludum Dare! I'm impressed you managed to pull this together. The game itself is a bit wonky, movement animations are a little stuttery and the weapons seem wildly imbalanced (takes about 30 seconds of unloading to kill someone with the pistol or machine gun, but the shotgun one shots), but everything _worked_ and I didn't find any bugs while I was testing it out. Very cool at least as a tech demo!
i waited a few minutes for the game to start, but nothing seemed to happen. i also tried pressing r, but didn’t get any response (no sound or visual).
unfortunately, i wasn’t able to actually play the game. from the screenshots it looks interesting though, so it’s a bit of a shame i couldn’t experience it
thank you all for testing the game, I try to be always there and join the rounds (I actually enjoy the snappy panic movement :) ). I agree, bots would have been nice, but I barely got it done in-time. And yes, balance and the net code is not 100% there (probably just 10% there), but it was quite hard to test it alone. ```
Here is the balance table: {.m_Damage=100,.m_DamageDecayByDistance=100,.m_TicksTillFire=0, .m_TicksCoolDown=5}, //knife {.m_Damage=15, .m_DamageDecayByDistance=1, .m_TicksTillFire=5, .m_TicksCoolDown=5}, //pistol {.m_Damage=10, .m_DamageDecayByDistance=1, .m_TicksTillFire=4, .m_TicksCoolDown=1}, //uzi {.m_Damage=20, .m_DamageDecayByDistance=1, .m_TicksTillFire=5, .m_TicksCoolDown=2}, //mg {.m_Damage=100,.m_DamageDecayByDistance=20, .m_TicksTillFire=10, .m_TicksCoolDown=10}, //shotgun {.m_Damage=100,.m_DamageDecayByDistance=5, .m_TicksTillFire=20, .m_TicksCoolDown=20}, //laser ``` I feel like there might be a bug with the distance decay.
not sure the controls were working properly, it was stuttering a lot and not sure i was able to turn. but impressed you managed to make a multiplayer game for the jam!
Comments10
unfortunately, i wasn’t able to actually play the game. from the screenshots it looks interesting though, so it’s a bit of a shame i couldn’t experience it
I agree, bots would have been nice, but I barely got it done in-time.
And yes, balance and the net code is not 100% there (probably just 10% there), but it was quite hard to test it alone.
```
Here is the balance table:
{.m_Damage=100,.m_DamageDecayByDistance=100,.m_TicksTillFire=0, .m_TicksCoolDown=5}, //knife
{.m_Damage=15, .m_DamageDecayByDistance=1, .m_TicksTillFire=5, .m_TicksCoolDown=5}, //pistol
{.m_Damage=10, .m_DamageDecayByDistance=1, .m_TicksTillFire=4, .m_TicksCoolDown=1}, //uzi
{.m_Damage=20, .m_DamageDecayByDistance=1, .m_TicksTillFire=5, .m_TicksCoolDown=2}, //mg
{.m_Damage=100,.m_DamageDecayByDistance=20, .m_TicksTillFire=10, .m_TicksCoolDown=10}, //shotgun
{.m_Damage=100,.m_DamageDecayByDistance=5, .m_TicksTillFire=20, .m_TicksCoolDown=20}, //laser
```
I feel like there might be a bug with the distance decay.