Version 1.0.9 - June 8th
Can you collect all 10 cups from the 1870 level?

Controls:

Left mouse click to move and to collect items you hover over.
Right mouse click gives you camera rotation.
Mouse wheel allows you to zoom.

Known Issues:
- all 10 cups can be collected prematurely - giving an early win condition

In the future: 
- WASD movement added
- a parry function
- there will be four levels, allowing you to collect cups from different eras.
- there will also be an inventory system, and perhaps one day there will be quests.
- will add historical data and make the streets appear more historically accurate.
- maybe one day the player will use the bow rather than just throw the arrows ;)

Hope you have fun :)

Version History:
1.0.9 - Minor update - moved some quads and played with camera settings
1.0.8 - A new camera (thanks GameDev.tv) and changed the opening to the 1870 scene so you don't get attacked straight away. Also added some tutorial info.
1.0.7 - You need to get close to a cup or weapon to collect them now
1.0.6 - Added text and animations to trophies
1.0.5 - Info on the intro and win screen about controls
1.0.4 - Shooting through walls has now been banned in the town (although it seems to sometimes happen through the church walls, making me wonder if the church really exists)
1.0.3 - Clamped vertical camera (smaller amount of movement when using the right mouse button)
1.0.2 - Fixed the win conditions and added animations and sound for it
1.0.1 - Fixed Level 6 issues, changed weapon respawns to 10 seconds
1.0.0 - Initial build for Jam

StatusReleased
PlatformsHTML5
AuthorMarcusFromOz
GenreRole Playing
Made withUnity
Average sessionA few minutes
LanguagesEnglish
InputsMouse

Comments

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Hey, so I played the game for quite a bit. You've covered a few of the issues I had in "the future".  The idea is an interesting concept, however, I'm struggling to see, what is the corelation of an AFL history vs shooting arrows?

In saying that I have a few things for feedback and ideas:
Liked:
I was able to get to lv 5 took me a bit because the game needs refining, but the vibe of the game felt like a stealth rogue. I had fun when I was able to live and work my way around, however, it was a bit frustrating right now in the raw stage because I died a lot. A lot was bug related.
I liked the scenary,  overall animations and sounds.  I didn't expect a cutscene that was nice! (Although you should try give context or story since i wasnt sure what it was trying to tell me). 

Disliked:
- Camera turning definitely was an issue because having to turn and try attack was hard.
- I didnt like being spawned in and instantly losing HP. I think you did it to like teach the player about the cups healing or something. But there was times I actually died before getting to move properly.
- The guards run and attack too fast. You can't kite them around which means its basically instant death.

Bugs:
- I have spawned in and literally takes me to the thanks for playing screen
- I have died randomly. Not sure what kills me, because I'd collect a cup and instant death (not sure if some HP calculation is wrong or what is happening but killed me a lot)
- Items constantly respawn (not sure if this is by design or not)
- Major issue: I was able to be killed whilst in the cutscene

Ideas:
- Have guards get alerted when an ally next to them get attacked.
- Depending on the direction of the game (I'm still not sure how it relates to history): I had a thought behind a left field kind of game... but what if you instead of arrows handballed or kicked a footy into people + tackle them? You could also have something quirky where the enemies are like players carrying the cups around passing them between each other or something. Its a bit weird but I dunno, it's footy related :P
- Also, your church might not have a collision attached hence arrows are going through? Just a thought.Or perhaps its missing something the other buildings have.

Overall, I had fun getting to lv 5, didn't get all the cups but I'm interested to see how you progress with this concept! 

Thank you, a lot of good ideas and feedback here.

- GameDev,tv did an article today on the camera in RPG's, that will be in today's build, its coded already, just testing. Mouse wheel will zoom now.
- I've moved that pesky archer that shoots straight away
- I've moved the cinematic to start straight away (preventing death by cinematic)

- Weapon respawn is deliberate (in case you want to swap back)

-> the random deaths concern me, I've never had that happen.

Will investigate the other comments - thanks!

(2 edits)

You're welcome!
I'm looking forward to seeing the improvements :D
...Actually, moving the cinematic to the start will suite nicely I think! Good idea!

With the weapons, I'd like to propose the idea of storing a reference to the weapon and just simply allowing the players to toggle between them with an key press (after they have picked them up)? At least, able to have 2 weapon slots you switch between (in case you add more weapons). There were times I wanted to switch to a sword mid fight for example. It also means you aren't using a bunch of resources spawning stuff unnecessarily.
The sword in the tree is actually a really nice way for the player to get their first weapon by the way, I forgot to mention that!

Edit:
Okay so I just tried the update. And here is the feedback I have  :)

  • The intro scene is a lot better! It's more fluid, although I would change the end where the camera faces the character (I keep thinking I can move) to just transitioning to the start camera position.
  • The camera is a lot better to work with, I was able to progress more smoothly! Feedback: The rotation when I move my mouse is too fast, I would slow it down a bit. And I would still like to be able to use a-d OR right mouse to turn the camera
  • It would be nice to have a text stating the player level above the enemies.
  • Random death seems to be triggered *randomly* when interacting with cups. Definitely the cups at the moment, as I kill everyone else. The player character does a roll forward if that helps pin point the location of the code that is causing the fault. 
  • Are there supposed to be duplicate years? It has duplicate 1890, 1910, 1913 and 1914 listed?
  • There is still a bit of a wall hack if the player is in range I can click on something and attack it, it ignores the walls if I'm close to them.
  • The logs with the swords don't have collision (I could walk through them)
(+1)

The next part of the RPG course is all about creating an inventory, so your suggestions wrt to weapons will get implemented then.  
https://www.gamedev.tv/p/inventory?coupon=1D3ABAD8

The enemies level is related to their size, the bigger they are the higher their level. That was a little bit too subtle but once you know it, it makes a huge difference. I'll think about better ways to differentiate though.

I think your random death was the win condition :) he only does the roll once he has all the cups. I have an issue atm though that the player's toon colliding with a cup triggers the cup counter as does clicking on the cup itself, so some cups are registered twice and then you win before all are collected. I'll fix for the next build.

Good pickup on the duplicate years. In those 4 years we won the SANFL premiership and the Champions of Australia trophies. That will get clarified now the crunch is over.

Noted the other comments, I have a big list of minor issues :)

I'm glad you've had a good go at it. This one month prototype is going to grow into a 6-12 month labour of love once I complete some more study.

Thanks :) 

- See, I thought the size was meant to represent different "classes". Also from a distance and in the middle of looking around it's hard to notice the size difference. Perhaps you could change the colours of the characters? My first thought was, more for future or if you could actually model yourself, but use different footy jumpers. Definitely something to think about. 
- Ohhhhhhh, that's whats been happening! Well first step is understanding the problem ;p haha. I think what would be good is to add a win pop up and a death pop up because I thought I was dying and kept playing like "I gotta get all the cups! I GOTTA" haha

- Ahh, yeah, will be good to have the clarification. 

Good job on the updates! A big list of minor issues *has flashbacks to my 3 day cram* haha.