CONTROLS

WASD - MOVE KEYS

LEFT MOUSE - FIRE

You are a soldier of the future, going back in time to face the monsters of the evil dungeon who is at some point going to take over the past. Your Mission? BLOW EM UP AND SHOW NO MERCY.

Levels 1 & 2: Unlock the doors to escape using ground inputs

Level 3: Just Destroy Em' All

*DEV MESSAGE*

Hello everyone! My name is Ian and if you are reading this, thank you so much for giving a little amount of time to play this game, it means a whole lot to me. This was my first game jam and I had alot of fun developing and designing, and learning new things along the way. As a guy with only 3 months of experience developing games, this was my toughest challenge yet, it was very hard and challenging, but the satisfaction you get from finishing the game was unreal!

Feel free to leave any suggestions, and I will try to implement them as much as I can. Anyways, Thank you so much, and for fellow jammers, Goodluck, we all did a great job :>

-devIan

StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorIanszzkieyyy
GenreAction, Shooter
Made withUnity
Tags2D, Aliens, Dungeon Crawler, Monsters, Pixel Art, Shoot 'Em Up, Singleplayer, Top down shooter

Development log

Comments

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I like the music and art. The music helped get into it. The Player movement was too fast and I would have liked an alternate way to shoot without the mouse, like spacebar or E.

Would like feedback on my submission:  https://noahmastro.itch.io/valiant-evangeline

Thank you for that nice feedback,will also take the keybindings into consideration,  will look forward to play your game too :)

Pros: 

  • Art style looks good and has a certain futuristic charm
  • Shooting feels punchy and satisfying
  • Controls are simple and intuitive
  • Game has potential as a frenetic arcade shooter

Cons: 

  • Player movement is a little too fast and camera overshoots the player position when following, created a nauseating effect (because of this, I could not get through the first level). I'm not sure why it overshoots - only thing I can think of would be that it's controlled through velocity and not position
  • Combat is too easy since there's no rate of fire cap on your weapon. The range limit helps, but the splash damage of the bullets negates that as soon as the enemies are in range
  • Enemy AI could be more interesting. This could be improved through programming (e.g. enemies strafe as they rush you or spread out to minimize splash damage) or level design (e.g. cover for enemies to hide behind,  multiple directions they can attack you from, wider corridors)

Fun Ideas to Try:

  • Intractable objects in the level (pressure plates, switches, buttons) that can manipulate the level to your advantage (or disadvantage!). Use them to control traps and doors (and anything else that sounds fun. Go wild!)
  • Add more weapons. A flare gun to light up a region of the level. A particle beam that can bounce off walls (don't hit yourself!), a small drone that fight alongside you, heal you, reveal enemies, etc. Maybe explosive mines. Lots of potential with the future soldier idea

Best of luck!

Thank you for that wonderful feedback, Sorry for causing nauseatic effects, that was because I overdid the cinemachine look ahead effects, I agree it was too intense. Thank you for pointing out the cons and suggesting the ideas, I was actually going to implement a system where one gun only works with one monster, and you would need to "change" weapons fast to destroy the horde, but had some issues and due to the time limit I wasn't able to implement it. Maybe on a later release since im planning to make this concept my first major project, I'm just 3 months into gamedev and there is still lot to learn, and thanks to your feedback, I have an idea of what works and what doesn't. Thank you once again, it means alot to me :)