Muse Forums // 'Immunity' Unity Dev Challenge //
SpringyTurret
This topic is for the discussion of the 'Immunity' Challenge entrant, SpringyTurret
Very Original! Great Look. Good Job.
Great game. The movements are somewhat hard to get used to but wicked idea (y)
I like the concept and the graphics,
I think the leveldesign and controls need a little work as even the tutorial is quite a challenge to complete
I think the leveldesign and controls need a little work as even the tutorial is quite a challenge to complete

Thanks for the comments so far.
Yeah the tutorial is somewhat difficult, I imagine, I put it together in 3 hours before submitting so it was quite rushed and condensed.
Yeah the tutorial is somewhat difficult, I imagine, I put it together in 3 hours before submitting so it was quite rushed and condensed.
I like it!
good job man, my support!
good job man, my support!
really intriguing !! I've clicked on the play button just to see how the game was but few minutes later I've found myself engrossed in playing with it. Nice job !!
I love this puzzley take on the the explorer platformer. I think the core mechanic is a perfect partial control. There are so many kinds of puzzles you could make with this mechanic.
It reminds me of Metroid in a way. You are using your skills to explore and protect yourself.
My only grievance is that the controls don't have reliable feedback. Sometimes it shoots toward the edge of the light, sometimes in the center. If you want to make it random, that might need to be communicated to the player. Perhaps if each shot is a random trajectory within x or y area, as that would make the randomness more clear than changing it once each time the player chooses to fire.
My fav so far.
It reminds me of Metroid in a way. You are using your skills to explore and protect yourself.
My only grievance is that the controls don't have reliable feedback. Sometimes it shoots toward the edge of the light, sometimes in the center. If you want to make it random, that might need to be communicated to the player. Perhaps if each shot is a random trajectory within x or y area, as that would make the randomness more clear than changing it once each time the player chooses to fire.
My fav so far.
Great idea and artstyle!
But I agree with the comments about the control system.
You just aim and let go... hope something sticks...
Maybe some control during flight would be great, like you could pull on one end of the flying turret to swivel it around.
But I agree with the comments about the control system.
You just aim and let go... hope something sticks...
Maybe some control during flight would be great, like you could pull on one end of the flying turret to swivel it around.
I've made a few major bugfixes (three of major physics bugs!) and worked on the effects a little bit. You can check it out my website:
http://game.distortions.com
http://game.distortions.com
I really like this game, Its nice that you made the aim more steady. So I do not aim at one thing, but when I let go it aims at another. This is one of my top 5 Concepts. Right now the challenge is navigating the level but of cause there is no danger because you have yet to add the enemy fire to do damage to the turrets, I know that is the plan but another sweet addition would be that if you land on lets say a green platform, your turret repairs, then if you aim at another turret, it repairs that, and you could make a chain like we currently to open doors. That way if you have a boss, would would need to place your turrets in a way that the turret thats firing, gets charging fire power chained down to him, as well as repairs. the platforms could be far away from the enemy so you would have to form a complicated chain. That also opens up a new can of worms. Landed on different platforms could maybe charge your turrets with a different weapon, like a lighting gun! you know, like in Guns of Icarus! =).