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    Ludum Dare 23

    April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

    Back to Browse Entries

    Invasion Of The Trivials - RobProductions - 48 Hour Compo Entry

    The miniature Trivials are being invaded by the Mega-Spheres! It's up to you to stop the invasion by blasting the spheres to bits using your plasma gun!

    Can you make it to the Capitol City and defeat the Sphere Leader?

    SORRY ABOUT THE LAG AND LOADING TIMES! If you are having lag problems, and you are not in the web version, change the Quality Level in the splash screen.

    If you are in the web version, lower your Render Distance and Clipping Distance to lower lag.

    Left mouse, ctrl - Fire
    R - Reload
    Escape - Pause Menu
    W, S, A, D or Arrow Keys - Move
    Spacebar - Jump


    This is my second Ludum Dare, so please rate and tell me what you think!

    Timelapse now up:

    View RobProductions's journal. | View all entries by RobProductions




    mk_rules1 says ...
    Apr 23, 2012 @ 12:04pm

    Well I can say this game is fun I do like it I couldn't vote as I didn't enter myself I am new to unity and felt a likeing to what you have here you still have a few things here and there to do I wish to learn these things with you f you would like add me on skype; mk_rules1 or on steam mk_rules1 (Parapup)

    jijaweb says ...
    Apr 23, 2012 @ 1:53pm

    Like it, cool concept.

    Apr 23, 2012 @ 10:42pm

    Thanks guys! I feel I did better this time around, though my first game had a more original feel to it.

    @mk_rules1 You can message me on the Unity Forums if you need any help -- my profile name is SomeGuy22, my page is here:

    tacograveyard says ...
    Apr 24, 2012 @ 2:47pm

    Might just be me, but the controls were very very delicate. Other than that pretty cool!

    Shigor says ...
    Apr 24, 2012 @ 5:58pm

    Pretty simplistic FPS, but fun to play. You should probably move respawn points a bit farther, this way respawn usually got me right into the middle of the balls.

    Apr 24, 2012 @ 8:35pm

    Thanks for the comments!

    ratboy2713 says ...
    Apr 24, 2012 @ 8:56pm

    Pretty fun, though not very creative. Would have loved to be fighting something other than large spheres, and maybe having each city say something after you had freed it.

    Apr 24, 2012 @ 9:12pm

    Yeah I was thinking about that last part, but that would get too complicated for the amount of time I had.

    Darien says ...
    Apr 24, 2012 @ 10:08pm

    I like it, and it looks good; I would greatly appreciate an "invert Y-axis" option, though.

    firstrowgames says ...
    Apr 24, 2012 @ 10:10pm

    fun simple fps.
    Good work!

    Zoomyzoom says ...
    Apr 24, 2012 @ 10:13pm

    Brilliant, really cool for the amount of time!

    Apr 24, 2012 @ 10:32pm


    @Darien thanks for letting me know! I didn't even think of that!

    Chtulhu says ...
    Apr 25, 2012 @ 12:25am

    Great job! I think the balls are too hard to avoid but you could implement a special power to push them away. You see what I mean?

    LukeRissacher says ...
    Apr 25, 2012 @ 12:47am

    Interesting - first FPS I've played in the entries, that was cool to see. I think the spheres swarm a little too fast, and the gun feels a little ineffective. But liked the platforming aspect, and movement felt good.

    Apr 25, 2012 @ 10:23pm

    Thanks, nice ideas! The idea stage is probably the hardest one! :P

    whitebird says ...
    Apr 26, 2012 @ 9:13pm

    Quite simplistic, but the key elements were there.

    dick_claus says ...
    Apr 26, 2012 @ 9:29pm

    Fun game. But I found one cheat. If you stand behind the boss. You can hit it, without agrroing 4 spheres. Probably should be random mob placing. And it's would be fun to have nicer textures.

    Apr 26, 2012 @ 10:15pm

    Thanks for playing! Yeah I realized that bug after the final build but don't tell anyone! ;)

    derosa says ...
    Apr 26, 2012 @ 11:38pm

    I liked the game and those small cities :D But those balls move really fast! Also I found a little annoying that I could not see where my shots where going before hitting a ball.

    Apr 27, 2012 @ 8:36pm

    It's instant--you don't see your shots at all, it just instantly fires a ray cast to the point you're aiming at.

    BlackDogg says ...
    Apr 27, 2012 @ 8:49pm

    I love the concept, being the bug guy defending the small towns. Would be amazing to see this in a real setting, like a small country for example. I missed to see the bullets flying in front of me, at first it's hard to tell if it's a hit or a miss. Good entry with a unique style !

    scoopsy says ...
    Apr 28, 2012 @ 7:35pm

    It's an interesting game. I had the most fun when luring the spheres off ledges to their doom rather than the shooting aspect of it. Perhaps a mechanic to explore in future LD?

    Regardless, good job!

    FrankTheTank says ...
    Apr 28, 2012 @ 7:38pm

    Wow I really like that game! The controls are really smooth (after adjusting the mouse sensitivity, thanks for that!) and the graphics are simple, but they fit! The respawn position in the boss battle was too close, maybe the boss should regenerate health to make it a bit harder.

    ahm99 says ...
    Apr 28, 2012 @ 7:40pm

    That was pretty fun. I enjoyed playing it. Good job.

    Apr 28, 2012 @ 7:46pm

    Thanks for the comments! Yeah I purposely left in dodging the spheres because its fun!

    I'm hoping @dogbomb plays this in his review!

    gregdevice says ...
    Apr 30, 2012 @ 4:08pm

    Interesting game, I died and respawned at every battle. Maybe the shots are not registering accurately?? Nice job though.

    PabloAM says ...
    May 2, 2012 @ 3:39pm

    Good idea, and good grahics.

    May 3, 2012 @ 10:45pm

    Thanks, but I don't know why the shots are not registering for you? There's a set range so if you try to snipe enemies out of range it doesn't hit. You have to be close to shoot things.

    May 3, 2012 @ 11:03pm

    The graphics look epic!

    oddgoo says ...
    May 4, 2012 @ 1:51pm

    I loved the sounds!

    ilo says ...
    May 5, 2012 @ 4:28am

    The enemies definitely had that low budget B-movie feel, but that's not necessarily a bad thing. If they felt a bit more sentient, who knows, maybe they could be quite creepy?

    Most LD games don't provide the player with options, so it's nice that you thought of that. There were some nice touches like the footsteps, and I liked the platforming element. Good job!

    May 5, 2012 @ 2:40pm

    Thanks a lot guys! I've had some experience making the graphics look as best as possible with Unity Free, and I've learned from playing Limbo that ambient sounds make all the difference.

    @ilo - you're right, if I had improved the sounds and maybe added some more effects, the sphere's "low-budget" look could've tricked the player, and thus made them extra creepy. Something I'll remember for next LD!

    Hume says ...
    May 7, 2012 @ 11:00pm

    Invert Y is a funny thing, but there are some old-school types who started playing FPS games with it turned on, and we can't handle it the other way. I'm exaggerating a little...I can handle it, but it's really not natural flow and it really hurts my reaction time.

    Here's another thing about Unity -- the default mouse sensitivity for almost every Unity game (for me and a lot of other people) is like 5 times too high. For this game, having it around 2 or 3 made the game feel approximately like a mainstream FPS. I think the default is 10. If you're going to stick with Unity, you should keep that in mind.

    This is not something I usually comment on, but the fonts in this were awesome. They actually added to the game.

    The environment was pretty good. I immediately liked the tiny cities. But hitting the spheres without invert-Y was a problem (now you know). The shots looked cool, but I wasn't shooting them correctly. I don't blame you for that.

    In the end I died a lot and that was about it. But congrats on a great looking game.

    May 7, 2012 @ 11:05pm

    Thanks for playing! Sorry the sensitivity didn't work out... My mouse is apparently very low sensitivity and I'm used to playing games with it all the way up (pro gamer style).

    Invert Y is definitely something I'll add to my base code, and expect it to be in next LD's game!

    The fonts were from www.dafont.com in case you wanted to see some other cool ones! (And you can check the source files for the ones I used)

    Jedi says ...
    May 7, 2012 @ 11:27pm

    A complete FPS for Ludum Dare is no small feat! However, an FPS requires a certain level of polish to really be fun and I don't think this entry quite has it. Please don't take that too hard; I still think this is an amazing accomplishment!

    The controls felt a little clunky. I can't quite put my finger on why though. The physics of the gun were annoying for me; it doesn't shoot very far but the shots reach their target instantly, so you can't tell at what distance it will start working, and end up just firing constantly as you run closer and closer to your targets. At the distance it does start working, all the spheres tend to gang up on you and start pushing you around and the whole thing just doesn't feel too rewarding, interactive or fun as it is.

    You might want to check that the sphere movement is framerate independent; I'd be surprised if they are supposed to attack me as fast as they do (if two are attacking, I can backpedal but I will NEVER shoot them both before I'm hit, and I'm no stranger to FPS's).

    The graphics are pretty good but representing whatever you are rescuing as a little pile of boxes is way too abstract. They come off looking like they're people but they're already dead or worse. If those are supposed to be cities than you should give them more detail and maybe adjust the camera FOV so that the player feels larger; I don't get any sense of scale from playing it.

    The music is quite good but the sounds are really annoying.

    Like I said, though, an FPS takes a LOT of work, good job!

    May 8, 2012 @ 12:41am

    Thanks for that criticism, you said some problems I didn't even realize until now!

    The spheres use FixedUpdate in Unity's Javascript, and I think that's not framerate independent (though I haven't really checked so that may be wrong).
    I didn't any time at all to work on any models other than the spaceship and gun, so I just relied on lightmapping to make them look good.
    The controls being clunky is something I have to disagree on. I work a lot on making the controls as smooth as possible and I do a lot of adjusting movement speeds, jump height and speed, and if there's any "clunkyness" I don't exactly know what its supposed to be other than what I had. Maybe the character was just too slow?

    Anyways thanks for giving some honest critiques, I applaud you for that!

    crippledgames says ...
    May 10, 2012 @ 1:17pm

    nice, i think this is the first fps I played in this competition so far.

    azurenimbus says ...
    May 10, 2012 @ 6:40pm

    Nice. Would only suggest making the controls a bit less responsive.

    May 10, 2012 @ 9:52pm


    @azurenimbus never heard of "too responsive" before! :P Do you mean he accelerates too fast?

    May 12, 2012 @ 5:22pm

    really good.. especially for 48 hours :) love the enemy sound

    May 13, 2012 @ 11:44pm

    Thanks! Me too :3

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