December 16th-19th 2011 :: Theme: Alone

Back to Browse Entries


by Quimby - 48 Hour Compo Entry

The game is silent because I got a little carried away with feature creep and my body just can't code anymore...
This comp was a hell of a lot of fun, and I'm very happy with what came out the other end; Now is time for sleep.
Have fun reviewing it. :)

W/Up arrow - Tap to increase speed
S/Down arrow - Tap to decrease speed
A/D - Hold to roll your craft left or right
Mouse - Steer craft/aim weapon
Left mouse button - Click to fire laser (unlimited ammo)
Right mouse button - Hold to slow time (limited, recharges)

Downloads and Links




magicrat says ...
Dec 20, 2011 @ 8:49pm

A bit difficult to get into and very confusing at first for what to do, was not sure at fist when the next mission started as there was no ending screen for each mission, basically a general lack of direction for the player. Also the difficulty curve was a bit steep once the turrets were introduced, overall though it was quite fun flying through all of the mountains dodging and blowing stuff up :)

Quimby says ...
Dec 21, 2011 @ 1:00am

Thanks for playing, MagicRat.
I totally agree that my tutorial doesn't do a good enough job explaining the rules and the general lack of direction/polish was primarily due to the fact that I didn't do any work on the tutorial/menus until an hour or so before the deadline. (plus I was exhausted after a 14 hour cram session)
To help remedy this, I have shot a video to upload to Youtube that walks you through the tutorial with commentary so that future reviewers might actually know what to do. :)
Thanks a lot for reviewing and thanks for the feedback.

Aaron says ...
Dec 21, 2011 @ 9:28pm

Congrats on your first Dare, Quimby! I definitely remember that poor tutorial/instructions and a lack of sound were my biggest regrets too on my first. Adding content gets addictive. ;)

Speaking of which, I'm impressed with how much 3D content you managed to add, and making runs back and forth gets to being pretty fun. I didn't really understand the theme in your game, and the barrel rolls didn't really seem to serve a purpose besides giving me a slight headache...

All in all though, great job in your first Dare. :)

Quimby says ...
Dec 21, 2011 @ 10:05pm

lol Thanks, Aron.
The rolling buttons are mainly for my own benefit as I enjoy rolling the craft into turns to make myself feel cool. :P
Thanks for the feedback; I think the confusing part is the kind of mission I put in - Perhaps a "Kill all the turrets" mode would have been more appropriate for this entry as people don't really have much time for each different game so the simpler the better.
Oh well, that's a lesson learned for next time. :)

jeffz says ...
Dec 23, 2011 @ 11:00pm

Quite cool, reminds me of Terminal Velocity. Hope you continue to develop and polish this a bit more, the menus for example would benefit from not using Arial or whichever plainface it is. Some music and more developed missions :)

Quimby says ...
Dec 24, 2011 @ 12:23am

Thanks, Jeffz; I'll take the TV comment as a compliment. :)
I'm currently in the first stages of fleshing the game out with more modes,better 3D models, bigger playing area, a new height map generator, and proper missions etc.
The menus are going to be completely replaced ASAP as I just quickly slapped it up in the last hour or so before the deadline using Unity's vanilla GUI component which, while functional, is boring and very static.
Thanks for the feedback and the love :)

Hazard says ...
Dec 29, 2011 @ 2:35am

Nice game. A bit confusing at first. The ship movement would benefit alot from some inertia, making it more intuitive and allowing to drift to get shots in while avoiding enemy shots at the same time.

Quimby says ...
Dec 30, 2011 @ 3:28am

Thanks for playing, Hazard.
I'm not entirely sure by what you mean about the inertia, it does actually have inertia already; You can see this if you are flying away from something at full speed, reduce the thrust to zero, and turn around.
Are you saying that there should be some way to lock your direction while you turn to aim? That might be cool.

caranha says ...
Jan 3, 2012 @ 4:37am

Very nice game, and web-based to boot! Now I know what those rebel fighters must have felt on the death star. :-)

You really need some simple sound effects for the shots and explosions to bring this to life, though.

Quimby says ...
Jan 4, 2012 @ 2:41am

lol Yes, I often set it to the sand bars landsetting with 50 turrets in order to play a Star Wars-esque battle scenario.
I absolutely agree that even a small selection of sound FX would have made a world of difference in making it more immersive, and although I probably would have had time to cram some in before submitting, my body was far too exhausted to bother.
Thanks for playing :)

MurrayL says ...
Jan 9, 2012 @ 8:46pm

I really loved the premise of this game - who wouldn't want a chance to noodle around in their very own flying saucer?
It had a very old-skool DOS game feel to it, which I liked, and I thought it had just enough elements to provide a good foundation for a game.
As you said, audio would really help this to be even better than it is, but I think you've got off to a really strong start if you choose to develop this idea further.

You must sign in to comment.

[cache: storing page]