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holy shit, how do you made the borderlands look :)
Very cool. As you said, you can really feel the non-optimization ;)
I was a bit critical...
Hi! Thanks for your video review :)
I see that you play with an old version of the game (the mouse issue at the start, and the main menu not show the "UPDATE #2 (14 MAR 2017)" message in the lower right corner of the screen). The current version fixes some bugs (detailed in the page description) and improves certain parts of the game.
From your comment in Youtube:
"This game should win a prize for best combination of interesting graphics and awful gameplay"
Yeah, totally agree xD Thinks that the game is a practical exercise made in only 4 weeks for a master degree in game development. Not is a demo, beta or preview version for a future final game.
Anyway, I hope, at least, that you ever enjoyed (a little bit) the game :)
Edit: I see now in your video in Youtube that the video review has been recorded on 11 march, before the last update. That explain why you played an old version :)
A very nice stylized game, I know you've said this was a project for a degree program and as a fellow student doing the same I thought i might leave some feedback for improvement nothing crazy but just ideas to sit and think over
1. For the menu options everything doesn't need a confirmation box deleting some of theses from the code like the one for when you die and click restart level we don't need to confirm at that moment because of the only two options we have on that screen.
2. maybe get rid of the health bars over enemies, it can be process intensive on the computer having to check the enemies on screen and do the math in the split seconds while your firing down range
3. The bullet animations, I like the idea of them being tracer like rounds but i think this also maybe adding to the lag the game gives. again going back in line with twos point of lag to produce the visual feedback
Like i said before its a great game, I like the concept and the art style you went with going into the project but I think the stylization came before the games ability to run somewhere in production. It might be simply the stuff I listed above all the code for some of that extra stuff might be bogging down the computer.
Love to see how your work progresses from here mate
Hi! Thanks for the feedback :) In response for some points:
1. Yeah. The UI is one of the less worked parts of this project. I'm only work on this after the deadline to made minimal usable for the final users (the initial UI and menus were very very simple and basic).
2. The lifebars are a obligatory requisite for the practical exercise by part of the teachers :) (and the code to manage this have a very little performance cost).
3. Yeah, another obligatory requisite. The requisite limited us to implement the all shoots as fisical bullets throw from the weapons by forces using the physics system. The ideal way wiould be implement this as a ray, for the instant impact or for ensure the target if the bullet has retard, and use a trace renderer for show the shoots.
The unoptimization is come for how is implemented much of the elements and mechanics by the forced limitation requisites. For example, all objects, like bullets or particles, are created and destroyed continuously instead of using an object pool (the teachers want to see if we learned to use the Unity3D basic functions and concepts to instantiate and destroy objects in scene), and other perfomance problems are related for how is comunicate between game entities in scene (masive use of FindObjectByType and similar Unity3D functions for example).
Thinks that is the first practical excercise of the master degree and the pourpose of this little projects is evaluate our level of what we have learned in class (thinks that is like an practical exam). The goal no is reach to made a final quality game (and less in one month of development). This is the pourpose of the final project (with a duration of 3 months to develop and no requisite limits).
Anyway, thanks again for all your feedback. I appreciate much all feedback received. Is an important way to improve my work on future projects, and I'm glad you liked the game :)
would be a really fun game if it wasnt laggy as hell
Loved it!! Such a fun game, even though I suck at FPS!
I really like the atmosferic envirorment
Love it but can you raise performance I have 8GB RAM and i5 CPU But It Was Laggy As Hell.
A E S T H E T I C
Mouse seems to have no affect for looking around. I see angles other than straight ahead view in the pictures otherwise I'd as "Is this a strafe only game?". I tried the 64bit version on Windows 7 64 Pro.
Is a bug in my code that I will try to fix in the future, if I find some time for it (now I'm working on the next practical exercises of the master degree).
Try this. Change the mouse sensitivity in the settings from main menu or in game pause menu, and try again. A friend reported me the same problem and is how he said that he solved it. Hope this can help you.
a e s t h e t i c
I'm on a mac running Sierra, and ingame the mouse doesn't work at all (I can select menus and stuff but not move the crosshair at all).
Hi! Change the mouse sensitivity in the settings from main menu or in game pause menu, and try again. A friend reported me the same problem and is how he said that he solved it. Hope this can help you.
Just a quick tip for the game: it's really fun, but it would be nice if you could update the damage sound, because -no offence- it's kinda annoying to hear 'ugh' over and over again. Otherwise, awesome game!
Lol, don't worry, does not offend me xD I made the final sounds (the voices) in a couple of hours. I'm afraid, the sound is the less worked part in this project. Thanks for the feedback! :)
really enjoyed this game, full of action and fast paced, a little bit short but all in all really good.
Streaming right now
Not for begginers. Too hard.
Fun game! Had some preference issues as far as the feel of the weapons, but the look of the game was great and it was a decent demo. I didn't have any issues with the controls on the kb and mouse though things were mapped to weird keys. The physics of throwing bombs was also a bit off as far as power and trajectory. Overall good job for a class project. Good luck with the rest of your studies and keep making games!
Hey! Thanks for the video review :)
Total agree with the grenades, are not well implemented (I'm affraid no are the only thing in this project), sorry for that :) About the control map layout, I'm using the standard/traditional FPS control map: AWSD for moving, C for crouching, Space for jumping, etc... Anyway, I'm glad you liked the game. Thanks for playing :)
P.D.: Mental note for next projects: Add the input map layout screen in game menu too, not only in the main menu ;P
I really like the game, but it's very difficult to control. The atmosphere and art are beautiful, though, and I enjoyed playing what I could.
Thanks for the video review :)
I see in the video that you have problems with the input controls. Have you used gamepad or mouse and keyboard? (the game is not very playable with the gamepad). In case it was mouse and keyboard, have you played from Linux? Some players who have played the game on Linux have experienced acceleration problems with the mouse. Is your case? Problems with the keyboard keys assigned? (I'm using standard FPS input layout).
I hope you can give it a second chance ;)
I am using a mouse and keyboard. It's the windows version. I am using Intel core 17 if that's helpful to you at all. If not, I can try and give you some more of my specs.
And yes! If we can work out what happened with the controls, I'll do a revisit episode. The game does look very cool. It's just a shame the controls aren't really working on my computer.
Hi! Today, one friend report me the same problem with the mouse in the Windows 64bits version (in his case, he fixed changing the sensitivity in settings menu). Other friends reported that mouse is initially inoperative at the first play, they solved it changing the sensitivity too. i'm starting to supspect where is the problem, and how to solve it for future projects. In 3~4 weeks I will be publish a new game (the next practical exercise, a space shooter). I hope the mouse does not trouble in the next project :)
Thanks a lot for the feedback :)
Sounds good! I am glad that you managed to figure out what exactly it was. Because this seems to be a glitch sort of thing, I'll move your review to the "Granny Jo Approved" section of the channel. That way people can check out this game if they want.
Once your new game comes out, drop me a comment. I'll review it and count that as a revisit. If not I'll just keep a look out.
how the fuck do i download this its not letting me.
Hi. This already happened to another user. I see in my browser that itch.io tries to display a popup window when you try to download. Check your browser to admit popups from itch.io, or download directly the game from the portfolio web site: http://portfolio.visualstudioex3.com/2017/02/20/the-esc4pe-a-primitive-shooter/
MWAHAHA I HAVE IT! Now I am going to TRY and do a video on it and I'll put a link here when it is up.
Adblock disabled for entire site, still unable to download. Picked up from the linked site in comments
Wont let me download :(
I see in my browser that itch.io tries to display a popup window when you try to download. Check your browser to admit popups from itch.io, or download directly the game from the portfolio web site: http://portfolio.visualstudioex3.com/2017/02/20/the-esc4pe-a-primitive-shooter/
Cool game, I'm a big fan of cell-shaded graphics, there is a nice challenge to the enemies, enough diversion to keep it interesting. This could be made into something larger, I would definitely keep up with it. The controls are a little weird, but it didn't matter a whole lot in the end. Keep up the good work!
Would love to see this turned into an actual long game tbh :D
Hey, thanks for the video review :)
Sorry a lot for the "spawn rifle bug" (two times consecutives!). I have some kind of problem with the colliders on stage. They are not constants but randomly some collider stage platforms are deactivated (I presume the reason is for using Mesh Colliders instead of Box Colliders in some level pieces).
Anyway, thanks for your patience and for played entirely the game :)
A very interesting and fun game, I would hope to have seen more but it certainly has the quality level that I love to see in a Unity game.
Fun game, needs a few changes and fixes but it is really good. Keep up the good work dev/s :)
This game looks cool in concept, but there's some terrible mouse accel when I played it, also felt there were a little too many enemies, as well they have that Far Cry 1 bot mentality and will notice you from a mile away.
Hi. You played it on Linux maybe? Some friends who testing on linux, before I published it, was notified me the same problem with the mouse, the acceleration. In Windows, at least (I only can testing on Windows) I haven't noticed any acceleration (in my PC and other PCs with Windows where I tested it). The game internally only multiply the mouse axis value with the mouse sensitivity value set in the Settings menu, but not apply any kind of acceleration.