Project C
Project page for posts relating to Project C of the Introduction to Computer Game Development course.
Game is available as an HTML embed above. The goal is to kill them all! You will earn money to spend on upgrades and get stronger.
Controls:
Navigate the UIs with the mouse
Left/Right Arrow - shoot left/right
Updated | 29 days ago |
Status | In development |
Platforms | HTML5 |
Author | lekib |
Made with | Unity |
Tags | Roguelite, Shoot 'Em Up |
Download
Development log
- Project C game trailer29 days ago
- Final Project C game build31 days ago
- Project C playtesting build37 days ago
Comments
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I like the game, it's simple and fun to play. However, there is always room for growth.
Improvement:
- Add visual/sound feedback for hits, kills, and money
- Show enemy strength progression. Level transitions need clearer cues
- UI may respond when upgrades can't be bought
- Add score display, health indicators, (maybe) hold-to-fire
Good potential, just needs more juice and clarity.
Thank you for the extra feedback! Visuals and sound are the main focus for the final version so that's coming.
Other people also specifically mentioned some of these things which I was oblivious to as the maker! "Level transitions" are explained in a different comment below, so I will look into adding some sort of notification on the screen.
Also for the upgrades you can't buy, I assume it was just not easy enough to see that the button was slightly grayer?
Hold to fire was also mentioned, but I still have to decide on it :)
I like the way the incremental concept was applyed, seeing numbers go up is always fun.
I do think this kind of game can always go a long way with all of the "jucie" and visual responsiveness. I would like to get a better feel of the damage I am applying and how much money I am earning with each kill. I feel like it would make me a lot more likely to keep invested.
The game is definitely on the fun side, however i do think that it does lack a bit of juiciness, where i think something extravagant like the zombies just blowing up or some sort of animation when they die would make it better with some sound effects. The controls are unique in my opinion, most people me included with muscle memory still had a finger on the spacebar but this was easier. The artstyle is really nice, the mc kinda looks like red from pokemon(unrelated).
I think overall the game has potential, its kinda like ones where you spend hours on levelling up and getting stronger, but a high score would make it even better.
Thank you for the kind words, I'm glad it was fun!
I agree with the juiciness, and that will be the main focus for the final version! I'm glad you liked the artstyle, I think everything fits very nicely even though it's from different asset packs (one of them had the MC, so I don't know if it was inspired by Red but it definitely looks like him :))
I like the idea! One thing I’d suggest is making it more clear when the game moves to the next level. I noticed that in the second level (or what I assume is the second), zombies take more bullets to kill, but visually they look the same. It would be great if their appearance changed slightly — maybe different colors or textures — to help differentiate the stronger ones. Maybe show a short screen title for a few seconds like: “NEXT LEVEL!!! Zombies are now tougher!” — or something like that.
Thank you for the feedback! In fact, there are no discrete levels (or at least you would have to consider them very plentiful), since the spawn rate, health and damage of zombies increases every 10 seconds or so by a small random multiplier. I do like the idea of having a brief popup notification for this, though, so I will consider it! Some indicator for the changes on the enemies will also be added.
Pros:
Suggestions:
Thank you Oli!
pros:
cons:
other notes:
Thanks a lot for your review!
I think it’s totally fine to have the actual button tapping as a game feature, not allowing holding it, since I guess it would take part of the gameplay out now that you say it. It’s not really annoying, but maybe you could also lay more into it with some feedback when you have it reloaded or something.
The game is really cool though, so don’t take my walls of text in a bad way. :D
Btw If I were to guess, the button thing could be that you’re just checking the button press itself and not the
context.performed
on the relevant action. I believe it’s different from the older input in this way.