Posts Tagged ‘unity’
Hey check out my new mobile flight simulator called “Flight Sim BeachCraft City”. It is built off the work I did for my October Challenge 2013 game, Emergency Landing Disaster, and features: improved graphics, a working virtual cockpit, multiple cameras, and many more features. Enjoy flying around a massive city!
Available on iTunes this Friday.
Well, I managed to miss the October Challenge completely, but I kept working away on the further development to my MiniLD #37 (yeah, way back) entry “Stargazing” into November. The theme of the original MiniLD was “Not game”, and indeed Stargazing is a bit of a curiosity. You connect stars to make constellations while progressing through a story covering brief moments in the life of a couple. Pocket Gamer kindly wrote a little thing about it! Which was nice.
The game went live on the App Store and Google Play last Thursday. Naturally I must share this news with the community that is the reason the game ever came to be! Let me scatter some links below a screenshot for those who are curious
More info at the game’s page on my site: http://paulsburgess.co.uk/stargazing/
A big thank you to Ludum Dare and the October Challenge 2013. My hastily made game has shown me the feasibility of the freemium/ad model on mobile.
The goal of the challenge was to create a game within the month, release it, and make a $1. I had hardly managed that, but since the end of the contest I have seen $480.94(40,786 downloads) in ad revenue on Android, and $260.08(17,797 downloads) on IOS, which was only released a week ago. Ios, so far, seems to be a more profitable platform for such a game. We will see as time goes on. I currently use Admob and Chartboost to serve smartbanner and interstitial ads to monetize my games.
While improving the game is on my list of things to do, I believe its clear that increasing my Unity game portfolio will drastically increase my ability to generate ad revenue. I already have a second flight sim in the workings among other projects that I hope to bring to IOS, then Android, and then finally OUYA(no ads, in app purchase model only).
Well on the last day of the October Challenge 2013 I have managed to complete the first iteration of my game and publish it to Google Play. There is still so much to do to finish the game that I wanted to make, but I have beaten the goals I set for myself and I am happy with this initial product.
But to finish the contest I need your help! Please go an give my game a try on Google Play today! Postmortem to come. Thanks for your help.
In my personal slow-Jam I’m working on I decided to leave everything to Random and a few parameters.
Still there’s the need for levels, and the very basic requirements that everything should be connected, walled in and have a nice balance between narrow passages and open spaces.
There’s probably well known and better ways to do this, but any case, since I think the end result was more or less exactly what I wanted, I’m gonna outline how I did.
- Define an allowed geometry by normal sampling a width and height of the map (in tiles). I used a 2D boolean array as representation when doing the calculations
- Randomly seed some few (<1%, but more than ~7) positions so that each has a safety margin to the border of the array
- Iteratively connect dots by randomly selecting one not connected to the others and walk towards the closest other true position following Manhattan distance = 1 setting all passed positions to true.
- Repeatedly randomly select any edge pixel and randomly select one of its 4-neighbours that are unused and expand there.
- When sufficient number of tiles have been placed. For all edge tiles, place a wall in all unused positions with a chessboard distance of one
I only need quite small levels as each is only meant to last for maximum of 60s and the game is absolutely way too confusing to allow for larger levels, but in principle it would only require some parameter tweaking to get them too look quite differently.
I also like how one sort of can see where the seeds must have been placed.
Of course if anyone is interested in the code just let me know (it’s C# for Unity, and it’s not super-efficient by any means but since it’s only run at level start I figured it doesn’t matter too much).
Hey guys, I just wanted to mention my game which I have been working on for the October Challenge 2013. Two weeks ago I was working on a puzzle combat game for android, Tank Tank: The Tankening. The project was going well but it was taking allot of time to develop the large number of levels I needed. So in order to get a product out for the holiday season I decided to switch my focus to a new, smaller game.
Emergency Landing Disaster is my take on mobile flight simulation. Allot of the current flight games on Google Play feature little to no flight realism, and instead use clumsy physics and movement systems. After coming across a new Unity plugin called UnityFS, I was shocked to realize how easily it would be to bring realistic flight to mobile, and how much fun I would have doing it.
My plan is to create 10 crash scenarios and develop a fun and intriguing game for flight enthusiasts and action 3D gamers. It will be a free title, so my monetization method is Admob smartbanner ads which I never show during game-play. I also hope to add Unity Cloud with interstitial ads for the load-screen; whenever the service matures from private beta.
I’ve spent the past few weeks off and on porting it over from Flash to Unity and also improving the gameplay a bit, polishing the visuals, and adding things like Google Play Leaderboards and Achievements.
Squeezed Out! is a fast paced skill game that gets very challenging quickly! The goal is to earn the most points by surviving as long as you can.
To play you simply tap on the left and right sides of the screen to move left and right, but stay away from the falling blocks! The smaller the gap you pass through, the more points you are rewarded.
Here’s a super quick gameplay trailer:
Once I make sure it is working well, I’ll be pushing out an iOS build for iPhone and iPad.
If you happen to check it out and like it, I could always use ratings/reviews and I welcome all feedback in the comments below, thanks!
In this post I want to describe the changes I made to the game for the post-compo/post-jam/bonus-week-version of the game (wanted to write this earlier, but has been a busy week for me). You might also call this the post-mortem part two (here‘s the actual post-mortem), since it will be mostly about what changes I would have suggested to myself. The changes also were an exercise in making a game more audience-friendly, so I would really appreciate any feedback on how well I did. If you didn’t get to play my game yet, you might want to try it now, to avoid any bias.
I might also post a few example-runs later if there’s interest, showing how to beat the silver- (sub 6s) and gold-times (sub 5.5s). Especially beating the gold-time requires some mastery over the mechanics of the game (the shield gets important at this point).
A new look
The main menu and the boss were on top of the list of things I didn’t like the look of, followed by the stage and the player.
First the boss was changed. I wanted him to look more like the sketch I made during the design-stage. With less pressure this time around, I approached everything a lot less awfully inefficient. The heads are completely detached now, which allowed me to add new effects in the actual battle. I also added these holo-rings I originally dropped because they would have to be tuned (to not obscure the boss) and animated. This time I also was able to add the health- and time-display to the boss.
Next I made a new main menu, which took the most time, simply because I need yet to learn how to properly setup a scene with all plain-white objects. Redesigning the main menu was also a good opportunity to experiment with scene-transitions in Unity. So I used it as some kind of playground.
The stage would still need some work, so it could provide the player with some landmarks for positioning, but I had to draw a line. Will definitely redesign it if I ever pick the game up again.
Feeding it back
A lot of information didn’t make the cut for my original entry, which in turn made it hard to approach the game.
In the main menu I now have set up a simple progression-path of three steps. I’d be curious how well these new instructions work for someone just picking up the game. I still probably don’t tell clear enough that you can shoot faster than you should.
I also increased the amount of information in the actual battle at various places. I added auditive and visual feedback to the enemy/player/shield getting hit, I also added the actual ring-display for enemy-health where it was supposed to be. For both shot damage and shield-reflect I’ve added popup-values to inform about the effect of charging- and shield-mechanics more directly. The time-display on the boss is a nice gimmick, but I don’t feel it has much actual value.
On to gameplay
For the gameplay itself there are two major clusters.
The first one is based around making player-characters destroy each other on contact. The reasoning was that I didn’t like some of the most effective strategies being based around putting your characters on top of each other. You could for example place all of them in the bottom right corner once the first grenade is launched, and for a while everyone can shoot from this safe spot at the boss. Related to this change is also a new starting-position for player-characters. In this layout only the third one is in the path of the first batch of enemy-bullets. While it’s not a major change, I think it hurt the compo-version that you had to move your first character right away, or got killed within two seconds (and killing the player within the first two seconds is not the best message you can send).
The second batch of changes is based around the upgrade of my ordinary seconds to fancy Marvel-seconds, now with 60% more time per second for 36% more hype. One of my biggest issues with the compo-version was that the boss moved really fast, not letting you setup any shield-tricks. Also the player’s projectiles were so slow it was hard to hit over longer distances. I distributed the additional time between the part before and after the laser-sequence (which means they get 80% more time each). The laser-sequence is just as long as before (but with more pew). I think this change makes gameplay more methodical and finally I could at least myself start building shield-setups. To keep the boss interesting I added more projectiles at various spots (through you might argue it could have been the drop in difficulty the game needed). Of course one could claim I just made him shoot more fireballs because the heads can now rotate independently, but… Look! A three-headed turtle!
Sneaking in Features
I silently added support for the XBox360-Controller to the game (last-minute-change, so only battle, not menu, sorry). Use left stick to walk, right stick to aim, A/RT to fire, B/LB/RB for Shield, Back to retry (same use as ‘r’) and Start to return to menu (same use as ‘m’). Might be only useful on Windows though and need some proper tuning.
Unfortunately I still had to limit myself on what I would add to the game. I do have some ideas for two or three additional bosses. One could teach you the basics of the game while the others could properly cover unexplored aspects of the existing mechanics and add new interesting patterns to move characters through. On the other hand I always have a bunch of projects just as interesting and waiting for me to continue them, so back to Ministry of [redacted] for now (or the unnamed Roguelikelikelike).
Time for our post-mortem
I won’t re-introduce the team, you can go to our “we’re in” post for that. Basically there were 3 of us and we’re pretty awesome!
So what happened?
Well, we made a time-bending tower-defence game called “10 Second Onslaught”. It’s about an onslaught you see, and the onslaught in question lasts 10 seconds:
The game wasn’t really “finished” after 72 hours even though it’s completely playable. I’m actually glad we were over-ambitious though: it’s a good beginning and something I’m still working on (in a separate branch of course )
What went well?
The art pipline was probably the one thing that went particularly well. Thomas is really a 3D artist, so soon reverted back from pixel art to making models and rendering them to bitmaps. To speed things up I wrote a couple of little ImageMagick scripts to mirror and then stick these images together into sheets. Then it was just a matter of using the haxelib spritesheet to have animated characters in the game
What went badly?
For various reasons, mostly the technology (OpenFL) being something only I had ever used before, I ended up writing a majority of the code, which is just stupid. Next time we’re going to have to organise ourselves better.
Read on for a rather long discussion of OpenFL, including comparisons to Unity 3D and Löve 2D…
(I’m not a Latin expert but, hell, my game didn’t just die! So there.. Post-Partum, after birth, I like it.)
Oh, hello, didn’t see you there! I’m the creator of Poisoned Wizards (working title) and this was my first entry into Ludum Dare. My first take was that it was a lot of fun and a great incentive to make something, which is the hardest thing to do sometimes. Setting myself to work within the limitation of 48 hours and organizing the time while working out stuff happening in “real life” was a neat experience while working on my passion instead of the regular work.
The 48 hours went by faster than expected, and because it was my first time entering I was a bit nervous that I would mess up the timing or the whole organization of my time.Here in Portugal the Compo started at 2 AM so I decided to wait for the theme, work only on some ideas and design for the game and sleep on them until the next day.
When I saw the theme “10 seconds” the first idea that came to me was something on the line of using time altering mechanics to make a sort of puzzle game around only having 10 seconds to complete it. This was scrapped because it would require me to work out some pretty complicated mechanics for the base game and probably make a bunch of levels by hand.
I didn’t feel this first design was flowing as I would like either, so I tried to think of something more on the lines of a mechanics focused game, with replayability and more extensible from a features point of view.
This second design, one of a strategy game with some bits inspired from the combat of the Heroes of Might and Magic games but on a faster loop and with a scope in line with the Ludum Dare, came to mind then.I think I also preferred this design because as a programmer/game designer it’s easier for me to work on game mechanics and systems than on the artsy part of games, so a more mechanics focused game would probably work better for me.
And so Poisoned Wizards was born, a game about wizards summoning creatures in 10 seconds to destroy each other’s base before running off to the bathroom. The full design included many features that I knew were going to be mostly cut, like, for example, besides summoning being able to cast spells, mainly buffs and debuffs for the summons, but also damaging spells that would hit the first thing in their path.
I initially was planning on having a bunch of different creatures, like archers, clerics to heal your summons, and strong beasts like dragons that would be really strong and possibly fly over ground units, but would eat a lot of the very limited casting time you have at the start. These ideas were mostly left on the side when I had to dedicate most of Sunday to visiting parents and friends, and only had time to work on refining some details and make up some sort of interface and restart mechanic.
On the first 24 hours I was able to hit my goal of having a working game cycle, including the different phases, which was great to realise the design.
The game’s replayability and the simple scoring worked better than I was expecting to be honest, I believe the simply random positioning of units for the AI provides a fun if somewhat random opponent.
THE AWESOME MOUNTAIN BACKDROP!!!!!
There are some collision bugs that look a bit messed up because of the underlying scripts for behavior.
The interface is too plain, but I’d have to admit the arts are not my strong suit.
Those basic Unity models..
All the amazing model animation..
Not fully realizing the plan to add more than one type of unit to the game.
Was planing on adding more of a setup to the game and the setting, by having a short dialogue between the wizards before the casting time and when they run off.
Was also planning to have a more fully realized AI, or possibly a way to do local multiplayer.
There’s no sound. I wanted to have added sound to the units strikes and summoning but it was pushed in favor of some polishing on Sunday.
And thus we have Poisoned Wizards. Even with all the undone and hastily done features I like what I accomplished and think it could be used to build upon and make something fun to play.
Please check out the game and leave some ratings and comments if you feel like it. I’m grateful for any feedback and welcome any chat or exchange of ideas so feel free to send some my way!
Thanks for reading this too!
I had a run at a few LDs before, but every time something came up that didn’t leave me the space to flesh out my concepts (which also happened to be quite ambitious most of the time). Between the last LD and this one I gave in and picked up Unity. For a while the proprietary/closed nature of it and the scene/gui-centric design scared me (as did the reporting of information about my machine during installation). Unity itself clicked with me quite quickly after I started doing things with it, and it is just what I needed for prototyping. I start (way too) many small experiments, so I want something that allows me to easily setup lightweight projects. In regards to that I only wish Unity would let me setup an empty project with metafiles and text-based assets from command line.
Also “error CS1061: Type `int’ does not contain a definition for `f’ and no extension method `f’ of type `int’ could be found (are you missing a using directive or an assembly reference?)” some day will make me break something.
I designed ReTurtle) as some kind of puzzle-shooter. You would have 10 seconds to beat a boss, so you need to find out how to do enough damage to him in the time. To make things interesting you would record 10 8 6 5 characters, one after another, where the coordination would give the game some depth.
At first I was worried that coordination would be trivial. To fix this, friendly fire would make the player have to actually adapt the path for each incarnation to keep them out of each other’s aim. That doesn’t necessarily make for non-trivial coordination. Every character could still have his own small space he would stay in and just move a little now or then to avoid attacks. So it became the enemy’s job to make them move. I designed a set of attacks to get this done:
- Motion: He would move everywhere once, and cover some space with bullets, so the whole group would be pushed around the stage, having to avoid bumping into each other.
- The Grid: Having attacks that separate the playfield into cells would force the player to pick different safe spots for his individual characters if he wants to keep shooting at the boss.
- Grenade: The grenade aims for the current position of every player. This way you have to consider where your previous incarnations will move to, while picking your path, which adds another aspect to the puzzle. The second use of it is that it avoids any completely safe spots.
Now having an idea of the base concept, I wanted to add a bit of depth, so I added two mechanics.
- Gun Charge: Friendly fire is already there to keep the player’s finger off the trigger, but I didn’t want to make him feel bad about it, so I added a small challenge. While not firing, the gun charges for one second. Firing once the gun has fully charged does quite a bit more damage but getting the most damage out of it requires focus. This creates space to improve.
- Shield: You would have a shield that reflects attacks (by either player or enemy), making them more powerful in the process. To make things more interesting the shield is not able to reflect projectiles right back (which would leave some space for abuse). A frontal deflect would just destroy the projectile, while bouncing it around at 90° would maximize damage.
The numbers were designed so you can do 25% damage with one character through rapid fire. This means you need four of your five incarnations to beat the boss that way. Using all perfectly timed charged shots lets you raise that to 34%, which is just enough to win with three characters, but requires to not waste time between the shots (and of course every shot to hit). An optimal reflect doubles the projectile’s power, so reflecting a charged shot adds the equivalent of another on top of it (without needing charge). This way the first character can replace the third, if all shots are perfectly reflected by the second. So every mechanic was designed to cut one character by perfect use (note: due to projectile flight-time it probably doesn’t, but gets close).
Back to earth
For the first day I planned to make all core mechanics work and do all the visuals. That’s quite risky, since I couldn’t tell whether the parts would work together at all. So after day one I had incarnations being able to get recorded, shoot and reflect shots. The boss just sat there and fired a shot straight down now and then. Modeling the boss took me longer than it should have and he didn’t look much like my sketch (I suck at blender). To make up the time the player built from a few 2D-Layers without any animation. The stage suffered the same fate. Planned were multiple layers of tech-y plates and a stripe in the center with numbers running through it to show you the remaining time. But to close out day one, I made what is in the game now instead.
Schedule for day two was boss-actions, menu and intuitivation (that’s a word now), sound was pushed to what would be left. After attaching a hitbox to the boss and making him move through the stage, I could finally test some of the feel. To my surprise coordinating characters already was more interesting than I expected at that point. One of the challenges I didn’t think of is that under pressure one tends to react to an attack the same way every time. This makes the act of creating different paths for all characters challenging by itself, since any time you have to rely on reactions you end up in the line of fire for another incarnation.
Fireballs were already there from day one, so I only had to implement lasers and grenades, which went smooth. Unfortunately not everything went this well. With most gameplay in place, shield just didn’t work out. I boosted its value by making the scaling multiply. That doesn’t help if you can’t set it up though. It’s still too powerful due to a bug, but quite useless for proper gameplay.
What threw my schedule off was the upgrade for player-visuals that got pushed over from day one. I wanted only the ‘head’ to move and the game also needed something to point at the currently controlled character. Some information on the charge-state and something to show the number of an incarnation was critical too. With all of this done I was already closing in on the deadline.
I still had to add a menu, and link everything together. So I threw together the atrocity that is the main menu, added some hit-detection for clicking, and moved handling of the game-progress to the new scene. That left me just enough time to set up a dropbox-account until the submission-hour started. What fell off was sound and any kind of ingame-instructions, including any hints on what you have to do on the main menu.
I’m mostly ok with how the game turned out, I got to play with a few mechanics and they didn’t rip each other apart. It is desperately in need of instructions, some tuning for the core and an overhaul in regards to presentation. I gave myself a week to tweak everything, before I let the game go and focus on other prototypes. The time is up and I’ve added the post-compo-version you might want to try after playing the compo-version. You could also try to beat these informal challenge-times in the post-compo-version: under 6 seconds as a ‘silver’-mark and under 5.5 seconds as ‘gold’-mark. I’ll follow up with an overview of the changes soon, this post is long enough already.
Hello! I just uploaded the timelapse for my entry “Defense of the Zorion!” Check it out!
If you haven’t already, play the game here!
So I joined LD again this time around with probably my best LD game so far! But as every game it has it’s good and bad sides.
What worked well:
There is nothing quite like it: Soo.. seen any other game when you play as a candy vaccum cleaner where you clean dust on big spheres of lollipops in outer space in another dimension…. I thought so! Having a game stand out among over 2000 games is quite a good thing.
Unity3D gives a lot of advantages:My two last games was made with Game Maker 8.1/Studio but this time took the summer and learned quite a bit about it. So because of it I could easily export to the web and beef up the graphics in a way I couldn’t have done with Game Maker.
The aesthetics, both easy to make and enjoyable: Around like 6 hours in I got the base idea to what would become the end product after 2-3 other ideas but most of the graphics was easy to make. The textures was easy to make, adding space took me barely 10 minutes and I found a great font that worked well with the game . The only thing that took time to make was the vacuum cleaner as I changed around quite a bit until I got the final version.
Easy to learn what to do: When a level only takes 10s to play you need to learn what do to quick and I feel that I achieved that.
Voice acting, quick to do but adds a lot: One thing I had a blast to do was adding voice acting to the game. I added a small countdown with a silly cute voice and so far it seems like the thing that people liked the most of it.
I leaned a lot!: Even if this would have been the worst game ever it would have been worth it because I learned a lot about game design, 3D game design and Unity.
What didn’t work well:
Waaaaaayyyyy to many hours used on stuff not appearing in the final product: This is something I had problem with every LD I’ve joined so far but doesn’t make it less painful. I spend around 4 hours with stuff that didn’t had much to do with the final game and and around half of the rest of that time working with stuff that didn’t end up in the final product.
Hard to control: As the creator I was used to the controls so I didn’t think of it that much. Even when I showed it to my family and they had problem with it I simply brushed it off…. Big mistake as that’s the most common complaint
Making a game based of a sphere gives a button of problem: I had the idea to have a game on a sphere for a while because it seemed easy and seemed really cool. I got right on the cool part but easy…. nah. Placing down everything takes so much more time because you have to rotate everything around the sphere and that made the level design take so much longer time than would otherwise. The visibility was limited so the levels became quite limited and I wanted to add walls but I.. just couldn’t….
Too level based… Yet again: For the last LDs I have made games that relied a lot on having a lot of content instead having clever design that didn’t as much content building… I felt that it was a mistake and didn’t want to do that again…But yet again I did it. At least I felt that was that would work the best with the 10 seconds theme.
Makes some people dizzy/nauseous: Not exactly something that I intended but some have reported that and that’s just…
Anyways. For people that haven’t checked it out yet I’d love to see you check down the game. (Link below)
Around 3 months ago I visited ludumdare.com for the first time, I was immediately hooked and decided that I must enter in LD27. In July I entered in my first game making competition, 7dRTS. Somehow I managed to write a game in PHP (a language that I barely knew) which placed 4th in Humor, even though it wasn’t even that funny!
My 7dRTS game, which is called SyncMind was a great learning experience for me and also a lot of fun for me to code.
Anyway a few weeks later I discovered 7dFPS which I proceded to enter in a game called Challenger 34502 which was a puzzle FPS with platformer elements in it. I made the game in Unity, wrote it in UnityScript, made the art in Paint.Net and models in Blender.
Wrath Of The Decem:
After the theme (10 seconds) was announced I went to bed and slept for 8 hours, then in the morning when I got up I took the dog for a hour long walk. For the rest of the day I worked on my game for the rest of the day, finishing levels 1 through 4. I slept for about 9 hours, then realized LD27 was still on and jumped out of bed and finished the game.
What Went Well:
Windows 7: My computer held up fine, no crashes or lost data.
Kitten: My kitten model actually looks like a kitten
Almost Everything Else: Everything was fine, no bugs that took more than 15 minutes to fix or (severe) file loss.
What Didn’t go Well:
Timer: The giant timer in the corner of the screen had a Unity crashing bug that took 15 minutes to fix.
Windows 7: WHY U USE SO MUCH RAM!
Time Lapse: The order of images got messed up so the timelapse is rather weird.
Gameplay Video: Camstudio Recorder lagged like heck during the recording of my gameplay video.
The gameplay video can be found at this URL because WordPress doesn’t let me embed videos: https://docs.google.com/file/d/0B6XSI0zltIQUNUJ0R1diWGlzQ1E/preview
The gameplay video can be found at this URL because WordPress doesn’t let me embed videos: https://docs.google.com/file/d/0B6XSI0zltIQUWTg3ODB5NGNUTlE/preview
Anyway, if you haven’t played Wrath Of The Decem yet you can at: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=24589
Greetings Earth peoples.
For this LD contest we give you ‘Got time for that?- a game that is really three games! Please enjoy this interstellar contribution to your endless entertainment, in our mission to answer that age old query: Will you score?
We certainly hope so.
Tools – Unity, RagePixel, Asset Store UnityGUI skins, Creative Commons music, C#. Source available.
Play on web or desktop. Soon for Android!
Please procure the
diversion game here:
Just submitted the compo barely in time! Did not have a full weekend, but managed to whip together a short 2D game in Unity (used for the first time). Vector graphics using Inkscape was a saviour, I will never master the art of the pixel… It could have used more levels, gfx and music but don’t we all?
I am extremely impressed by many of the reports, in-progress screenshots and posts during the compo! How many of you manage awesome art, music, programming AND great game design is beyond me
Please take a look at my game when you have had the time to sleep
I just finished my LD27 entry!!! It’s called Defense of the Zorion! You have to defend your ship from enemies by using first person shooting and strategic turret placement!! You have 10 seconds for each wave and between waves you have to run back and forth to unlock more turrets and weapons!!! I also included a ton of Easter Eggs and references to my previous LD’s
You can play the game HERE:
Happy gaming!!! I will write more later!!!
You can see my Entry Here.
I’m not sure why Kongregate is moving my game down and cutting off the bottom of it. I’ve been trying to fix it and nothing I do seems to be helping. Oh well. You can see most of it.
Keeping the graphics and gameplay simple allowed me to finally be able to finish a game in time, even though I did not have of Saturday available to work on it. Originally I wanted to have more enemies, but I didn’t seem to have the time. I’m fairly satisfied with the results, anyway.