Astra (Prototype Sample Game)
A downloadable game
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Published | 6 days ago |
Status | Prototype |
Author | Ella_Art |
Genre | Adventure |
Tags | 3D, Action-Adventure, Experimental, Fantasy, Game Design, No AI, Prototype, Short, Unity |
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Astra (Prototype Sample Game) - Download.zip 48 MB
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Oh also one last thing I forgot to mention, the enemies are only in one spot right now and don't really move much, it'd enhance the experience if you made them move around a little more so it gives the player a bit more of a challenge and a motivator to move around the map more.
I just gave your game a try so here's some feedback for you:
Starting off with the strengths, I really like the level's environmental design. I could be bias because I love sci-fi spacey stuff, but I love the way you've handled it here. It communicates the genre you're going for effectively and it's relatively straight forward to understand where to go. Another aspect that's really strong here is the 3D models and animations. Though some of them may be a little slow, they're well animated and make the game's feel more complete. I also really love the UI design, it's easy to understand and it also makes your game stand out more since it's not just a default UI. I'm really impressed you've done so much in such a short time, you should be proud. The addition of controller controls is also a neat touch since it diversifies the amount of people who can play the game.
Now onto some areas you could improve on:
For starters, there's no audio in the game from what I can see. This isn't an overly negative thing to lack, but a game environment feels strange without any audio. Even just some music can bring a whole lot more life to the game. Here's a good website I found for royalty free sound effects ( https://pixabay.com/sound-effects/ )
Another thing you could improve upon is how some things are placed within your level. I noticed some clipping going on on the floor at one point of the level. This also isn't a huge issue, but it is a noticable thing I picked up on. I would say this is something to fix only if you've finished everything else in your plan first and have the time for it.
When walking down the stairs, the camera shakes quite a lot, and I found that feels a bit disorientating to watch. Might be a me thing honestly but I think it's worth checking if there's any way to stop the camera doing that when you run down the stairs. It could be as simple as heightening the camera slightly so it's not so close to the stairs.
I'm not sure if this is an intentional design choice or not, but it's very foggy in the scene and that feels a bit weird for a high tech location. You can turn the fog off in the environment tab in the lighting settings. If it is intentional though, ignore this point.
The level design is very short. I was surprised at how soon it ended and was expecting a little more. Don't feel pressured to add more if you don't have time for it though, I know we don't have long left. This is more a pointer for if you decide to keep working on this after the course ends, I highly recommend doing that by the way, this is so well made so far.
I know you said in the description about the controller bug, but I experienced something completely different and I think this is vital for you to know. For one, the completed screen did work for me, but the imputs were an inverted version of the bug. I had it where the keyboard inputs did not work at all, but the controller inputs worked perfectly. I think there's some kind of issue with the way unity is switching between inputs to respond to, whereby it only lets you use one or the other. Hope this different perspective helps you troubleshoot this bug.
The movement speed currently feels too slow. Even the sprint doesn't feel fast enough for what's happening. I would say bump that up a little, because it does make the game feel a little sluggish.
Last but not least, there's no way to quit the game. This is a bit of an odd thing to leave out for a build of the game, even if it is just a prototype. Even just a simple keybind for exiting the game at this stage can work. For example, you could set it up a bit like this:
if (Input.GetKeyDown(KeyCode.Escape))
{
Application.Quit();
}Overall, love the stuff you got so far. It's really impressive even if it has some rough patches :]