Level 20 Chipist
11th Σ4.373

10th Σ4.701

11th Σ4.561

11th Σ4.054

parallax pants 
12th Σ3.464

Same Same Panikku
  10th/17   Σ21.154   Sep 18th 2016 9:28am
here's a link to run the game hosted from my dropbox, as chrome won't run webgl games locally unless you disable some security features. firefox should work, i think.

sorry if this runs poorly, unity webgl is not the most optimized thing in the world; a standalone executable would run much better. if you have a toaster like me it probably isn't going to run super great, make sure you set the graphics to the minimum setting.


sounds used:
Creative Commons License

previous entry
Bitfox - Reactor Shape Plus

nextious entry
Lia - Parllaxpixelsidescrollerrunner
Level 27 Chipist
post #72585 :: 2016.09.18 9:40am
  sleeparrow, pedipanol, Dimeback, andres and maxvdub liēkd this
Level 11 Chipist
post #72591 :: 2016.09.18 11:00am :: edit 2016.09.18 11:37am
  maxvdub liēkd this
もしもしい。。。 鮫鮫がいます。。。

that's some good ambience............ i wander the infinite road, stalked only by............ THEM
Level 24 Chipist
post #72593 :: 2016.09.18 11:42am
  maxvdub liēkd this
same, same, same same
Level 15 Codist
post #72620 :: 2016.09.18 6:27pm
  maxvdub liēkd this
i really like the dreamlike vibe i get from this :ok_hand:
Level 27 Chipist
post #72688 :: 2016.09.19 2:23pm :: edit 2016.09.19 2:24pm
  maxvdub liēkd this
jeez these unity things take a while to load

the good: the atmosphere was really cool. visuals and music worked well together, and i brought a lot of harpoons

the bad: not really parallax, no health indicator, i forgot to sharpen my harpoons

edit: oh also the y axis was "inverted" according to my expectations but maybe other people have different expectations
Level 20 Chipist
post #72704 :: 2016.09.19 4:05pm :: edit 2016.09.19 4:09pm
that's odd about the inversion. do you expect when you move your mouse up that you'll look down in first person games? i don't think that's usually the default. or did you get the bug where your vision is completely upside down? i've triggered that a couple times but i'm not entirely sure how to fix it. happens if an extreme mouse movement is registered and it moves too fast and bypasses my rotation limits.

the lack of a HUD was partially laziness, partially because i think HUDs can detract from atmospheric stuff like this (see silent hill or ICO).

the lack of parallax is because i really wanted to make a 3D game and i'm not sure how to implement parallax in 3D when parallax is a simulation of aspects of 3D. puke suggested restricting movement to one direction so that's why the long cage. you can look out the sides and see hills which are a common feature in 2d parallax sidescrollers. dunno what to do aside from that.

also, that's a good point about the harpoons. i should have them stick to the sharks when they hit.
Level 27 Chipist
post #72736 :: 2016.09.19 11:51pm
  maxvdub liēkd this
in that context i think of moving the mouse "forward/back" and not "up/down", but yes. i honestly don't remember what the convention is, but i think of it like a joystick, where forward is down and backward is up. i definitely didn't get any upside-down vision bug

you make a good point about the HUD w/r/t detracting from atmosphere, and i agree. the game would have felt different. it was just weird to get hit a couple times and not know what that implied in terms of game mechanics

and yeah, i mean... parallax isn't so much a simulation of 3D as an inherent property of it, but in a similar way to how noise is an inherent property of explosions, and making a game about explosives isn't really making a game about noise. it's weird; the bitpack isn't super 3D-friendly in that way. i get what you're saying though and i'm not trying to fault you for it

i also think there's something cool about the harpoons as-is.
Level 20 Chipist
post #72743 :: 2016.09.20 9:56am
  Jangler liēkd this
i'll definitely add an invert mouse y-axis option for my next build of this game, i kind of took it for granted that the default would work for everyone even though most games have an option for that.

i guess i should have included in the instructions that you can get hit 5 times before you're forced to start over or maybe given the player less health. as it is, you're right, you might be left thinking "oh am i invincible or something?" when you take several hits and seem to be fine. or maybe i could have indicated health some other way like the player could have labored breathing or something.

thanks for taking time to give detailed feedback, i appreciate it.
Level 30 Mixist
post #72802 :: 2016.09.21 9:31am
  maxvdub liēkd this
This was a lot of fun Max!
I think the harpoons should stick in the sharks.
Got this John Carpenter playing a Prophet 5 vibe from the music, always a good thing.
The whole thing feels pretty polished and I'm glad there's

an actual ending. I would have been kinda disappointed with just endless sharkshooting. The Big Shark at the end freaked me out.
Level 18 Chipist
post #72866 :: 2016.09.23 12:39am
  Jangler, mootbooxle and maxvdub liēkd this
I enjoyed the harpoons quite a bit. I liked their throw sound effect and the sound when they hit a shark, and it felt good. It was pretty easy to run away from them, though, so I kinda did that more than you might have wanted/expected me to.

Also, the mouse sensitivity was much higher than what I'm used to, so it was very easy for me to accidentally get spun around and not know which way I was going. I ended up going the wrong way for a good while before I found a dead shark to remind me that I'd been there before. I dunno, maybe the monotony of it was poetic?
Level 20 Chipist
post #72881 :: 2016.09.23 10:33am
  Jangler, mootbooxle and Modus Ponens liēkd this
it's hard to incentivize the player to actually fight enemies in 3D games rather than just going around them. one option is to establish gates that won't unlock until everything is dead, such as in PSO and devil may cry. aside from that, i guess you can make corridors narrow enough that going around isn't an option without taking some damage, such as some of the buildings you explore in silent hill. the last one i'm aware of is having the enemies drop useful stuff for the player (PSO and DMC also do this). i considered doing droppable powerups but it just didn't really seem like something that would fit, i dunno.

as it is, i'm kind of OK with running past everything being the optimal strategy (this is also true for silent hill and early resident evil games whenever you're not in a tight, enclosed space). the option to kill the sharks is for those who want to take their time and gaze at the scenery outside or play around with the physics.

maybe i could add parts where the cage gets narrower so that the optimal strategy varies over the course of the game.
Level 22 Chipist
post #72910 :: 2016.09.24 9:38am
  ViLXDRYAD, maxvdub and Blaze Weednix liēkd this
rather than encourage the player to fight enemies, what about giving them the option to not figh.....

Level 30 Mixist
post #72913 :: 2016.09.24 11:18am
  maxvdub liēkd this
I've always been one who likes to kill every enemy I come across. Just instinct!
Level 27 Chipist
post #75254 :: 2016.12.20 9:45pm
  maxvdub liēkd this
the atmosphere of this game stuck with me the most out of the entries to this compo. nice job.

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