Demolition game - WIP - Looking for your thoughts and testers, feedback?

Hi,

I’m making a game where the goal is to blow things up, you get a limited amount of bombs/explosive/flames thrower to choose from, the score goes up according to amount of damage made, meaning you have to place bombs/explosives very strategically.

There are several scenes / arenas, but would like to ask for your thoughts/input on what it looks like currently, do you think it is e.g. ready for release / polished enough?

The intro/story begins with a worker when his terminal crashes, he gets frustrated and crashes his head onto the screen, then suddenly something/someone/AI asks through the broken terminal, do you want to play this game… and so it begins…

WebGL version of game:

Note: Quite a few things don’t seem to work well in webGL for this kind of game, but I share the link anyway. Would appreciate any feedback.

Note, I disabled the desktop version on https://khos85.itch.io/demolition , let me know if you would like that back.

Video:

Thoughts would be most welcome.

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Hi,

Everyone loves blowing things up. So who wouldn’t like the premise.
Your visualisations of the explosions look great and I love the slow motion view.

Having said this, the game does not look ready for publication. The main reasons for me are:
a) there is an inconsistency of realism / look and feel.
b) character development - objectives, humour, story-line, instant feedback of outcome.
c) physics - the first time I saw the grenade slowly sink down the side of the construct all bets were off. demolition and physics in Unity can be tricky and to me it feels a bit broken in that regard.
d) Consistency of environment. Why are there guns in a demolition zone?

Anyway - these are just my opinions. Let’s face it - I would never have thought it enough to have a goat to fling around.but apparently that sold buckets worth.

Good luck :slight_smile:

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Thanks for your opinions, very much appreciated.
Not quite sure which parts are inconsistent regarding realism yet, can I ask you for some details on this? Eg some scenes look different or less quality e.g. the initial scene with the terminal is not high quality?
Adding character dialog is a good idea!
I have a basic story line (your day is messed up and suddenly your broken terminal offers you to play the game for some stress release),
When did you see the grenade slide down the construct, I missed that bit :slight_smile: anyway it seems to work well.
The guns etc are there to give the player a bit more concern, they need to be on their toes to avoid those from following them/shooting them. There are many other areas / zones, some with some without guns, the video only shows the initial area.

I am thinking of going into a different direction with the game, Just have a line renderer style camera view, but it means the FPS goes high 100 - 300 FPS, it means very smooth performance and more options for higher debris count etc, see sample:

Also adding a build system so you can build your own worlds… to destroy :slight_smile:
I would like to ask for your views on this, is it a “yay” or “nay” idea/direction?

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Considering to add some very basic colours, see e.g:

Choices… Choices! Would welcome your views on this, keep it simple with only lines and white background, or with colours? I’m tempted to just keep it with only lines and white background (maybe only show a skybox).

Hi khos, I like the premise of getting points for just “blowing things up” :slight_smile:

From a stylistic point of view I think post #4 looks more appropriate as it puts more emphasis on the explosions. It reminds me a bit on SUPERHOT, which has a similar style philosophy. Maybe you should add shadows and/or occlusion culling to add more visual depth to the environment.

In terms of workflow this also means you can spend more time refining explosions, geometry and debris movement instead of creating textures. Also something to consider, IMHO.

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Hi Codemilker, many thanks for your comment, much appreciated. It is true what you say, it makes sense now that you say it. I’ll stick with that direction, perhaps give options to add/remove colours.

Yeah, using a color scheme approach sounds cool. Another idea could be making the color change part of the game progression. The player starts with white (or grayish) objects and has to earn more complex/powerful colored objects. Something like that…

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Yes, thanks for the input, I was thinking of power up type progression, for bigger explosions etc. (eventually to A bomb level… just destroy it all)

Hehe, right. You start with “Z Bomb Level” and work your way all up to “A Bomb Level” :wink:

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This.

Should start from punch :wink:

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Cool, thanks for your input :slight_smile:

Just playing around with some larger towers and other stuff:

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Using a shadow technique definitely enhances the white environment. The swinging hammers look cool and I think they should be destructible as well.

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I would utilize hammer, to some fun gameplay mechanics, where you need to apply right force, to destroy something, standing on the way of hammer.
If hammer is destroyable, then allowed force before destroy should be sufficient, to allow hammer for full swing, before get destroyed. Maybe add fractuating (durability) or something.

Cool,thanks for the feedback :slight_smile:

Thanks :slight_smile: Have many features planned, one of them being able to build your own levels (i.e. place a hammer object anywhere) , then use that to demolish bricks / objects, have other methods planned too, like wrecking balls and other ideas.

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Messing around with some more “hammers” and other stuff:

Actually a cool idea with these blender-like hammers :slight_smile:
I’m wondering how the slow-mo effect is triggered (I guess it’s not a performance issue?).

In fact it looks like. You can notice short jumps / lags.

Hi there, thanks for your comments (Codemilker and Antipodish) I press the alt key and it goes into slow mo mode (slows down timescale but not very smoothly and too low values, hence the short jumps), maybe I should have explained that in the post :slight_smile:
Thanks for your feedback and comments, much appreciated!