Last Stand Survival Shooter

Hi all,
I have another game I’d like some feedback on:
LAST STAND - SURVIVAL SHOOTER

You are stranded on a space platform overwhelmed by aliens. Fight wave after wave of enemies, using Bullets, Rockets, and Lasers. Keep moving to avoid being hit and pick up ammo and repair kits from fallen enemies.

CONTROLS :

Move with W/A/S/D. You can move around in 8 directions. Spin the Mouse Wheel or press 1/2/3 to switch weapons. Hold Left Mouse Button (LMB) to Fire the Gun or Rocket. Hold LMB to power up laser,then release to shoot.

Any critique would be great.
Thanks!

Puppeteer

Honestly, it’s nicely polished and it’s clearly a solidly built game, but the concept has been done to death for years. Most notably, the recent (free) Alien Swarm on Steam. $50 is a hell of a lot of money to ask for a game like this. I would think twice about paying that much for a brand new retail game.

I admit I only shot a few aliens before quitting, but I was immediately annoyed about how wide apart the player’s guns are, and how the aliens just happily walk right through the middle of the two “beams”. Maybe it would be better if they were closer together, or converged on the mouse cursor or something.

Don’t let my complaining discourage you, though. It’s better than a lot of Unity games I’ve seen, but if somebody asks for critique I can’t help myself.

Thanks for the feedback, xomg!

About the price, I should have stated it in the beginning. This game isn’t for retail sale, as in buying it as a consumer to play it. This is a Starter Kit for Unity developers to build their games upon. So the buyer gets the entire source code of the game to further develop.

About the guns being apart, I wanted at least one or two alien types to be able to somewhat dodge bullets, encouraging the user to switch to a better suited weapon like the Laser. The large aliens are easier to hit with Guns, and the Rockets are best against piles of enemies.

Converging the bursts at the position of the cursor is a great idea! I’ll try it. I also want to make a different perspective, like a 3rd person above the shoulder, and make the aiming more accurate.

btw I love Alien Swarm, it’s awesome!

Ahaa, then I apologise. No doubt it’s worth the asking price in that case, then.

I would worry more about the quality and cleanliness of your code, documentation, and assets instead of the playability of the game if you’re planning on selling this as a kit or tutorial, as that’s what people are going to be paying for.

One other suggestions (for playability, again) is to zoom the camera out a little bit more. The key thing to remember for games like this is that most of the strategy involves the player managing the position of the incoming enemies and themselves, especially when things become hectic in later waves. You need to be able to see more of the map to know where to stand or where to move to next, and make an intelligent decision about what weapon to use or which aliens to fire at first.

edit: one of the first games of this type I remember playing (at least in recent years and on the PC, as all of these games are basically clones of classics like Smash TV and Robotron) is a game called Crimson Land. No idea if you can still get hold of it, but I remember it being absolutely hardcore as hell, and I used to compete with friends for high scores on it.

Your features state

“Easily publish your game for mobiles, web, PC/Mac, and consoles.”

Which is true ish but a Unity feature, not part of your kit. Also you don’t appear to have an extended License option available. That means someone making a game from your starter kit would be unable to sell it. Was that your intent?

Activeden.net licensing page. Relevanet section are d and h under the Regular License and c and h under the Extended License.

“Easily publish your game for mobiles, web, PC/Mac, and consoles.” This needs to be stated to potential buyers who have less knowledge of the advantages of Unity. This marketplace also sells Flash content btw, and they started putting in Unity stuff lately. I’m trying to make every effort to show the plus sides of using a Unity game source over other sources (like Flash).

Currently I’m selling Regular License for the source, which means that when you buy it, customize it, add more levels/wepons/enemies etc, you can publish the finished product in a web portal (like Wooglie) or put it on your website for people to play freely. The Extended License allows you to sell the customized game as a standalone or in app markets like iPhone store.

I’d really love some more feedback on the gameplay. btw, did you get to the part after you die?
:smile: creepy ain’t it?

@xomg: Crimson Land is exactly what I had in mind when making this Kit. I really loved all the perks you can get later on in the game, they add up to a deeper game experience.

RE: the potential advantages of Unity to people that don’t know Unity. You probably want to add a disclaimer that they may need to pay for specific Unity versions and console licensing kits to hit all those platforms.

Be interesting to see how that works out for you. I’m curious what the market split will be like for people wanting to use each of their different licences, especially with game starter kits.

On the game play - I didn’t mind the guns missing either side but it felt a bit odd to have to aim to one side for the rockets.

Overall it looks very good.

Yeah, I’m with you on this one. It would have been great if we could choose to set specific License types per Item, and not just as a whole portfolio setting. In my case I would love to sell my Unity files with Extended License, while keeping the Flash games and other files I’ve got there on a Regular License setting.

The marketplace is growing slowly, and from what I understand there will be a change in how you set licensing to different items. In the meanwhile I’m learning more about Unity and will hopefully keep improving.

Hi,

First off, It looks really good. Great use of the headlights and the glowing enemy projectiles!

The enemies never dropped new supplies while I was playing it, and it started feeling pretty one sided after I ran out of ammo. Then I ran around in circles for a few minutes and let them gang up on me.

Then I let it sit there and waited to die. But I never died. So then I started moving away from them, and it looked like they were spawning dozens more bugs than it could handle. It started slowing down, then I quit playing.

I get the feeling that’s a bug. Pun intended :wink:

-Chilton

@Chilton: Nasty bugs :smile:
I’ll try to run the game in different browsers and settings to see when this happens. Maybe it was a first-run thing. Try to play it again and tell me if it repeats.

I’m glad you liked the lighting. It was a simple addition that added some atmosphere.

sorry to resurrect this thread, but Im interested in the start kit

how does the iphone publishing works? do you have a dual stickers controllers working or do I have the adapt myself?

Very nice!

I got to wave 6!

It does look good, but this looks like unity pro? If so, will it look that good in free too?
I like the idea to release the source code with it.

And I LOVE the website.