Thank you for playing <3 Means a lot!
pecatus
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Oh yea! Definitely! First of all thank you for playing and thank you for rating the game! <3 Means the world to me.
But yes, you are 100% right. I cut corners where ever I could. I have few things listed I will work on if I get back on this (which I actuaully might!).
1st: The animation events. Like I said in some earlier response or maybe even in the description, the animations and working AROUND the premade .fbx files from Mixamo causes a LOT of the wonky feelings in the character control (I think/believe). This is my first 3rd person 3d game ever, but it's still quite clear to me that if I had used animation events on hits, the game feel would be so very much smoother. So unpacking the animations and making actual animation events would be very high on the list.
2nd: The animations themselves. The Unity Chan -character propably has ****ton of perfect animations, and I would have just *loved* to use them, but the character was made for professionals (or at least not for first-timers) so I picked the next best thing: PicoChan with a barebones t-bone pose, and got the animations from Mixamo. They're not bad, but they could be *a lot* better. I even changed the whole animation set on sunday to somewhat better, as the character didn't seems to be hitting anything even when the sword's particles indicated that they had. Three days more and I might have found/made something that actually worked with the character, especially combined with nr 1 excuse.
3rd: Camera. It's an issue, but I have an inkling that nr 1 and 2 excuses would answer most of the wonky feel -problems that now feel like a camera issues initially. Not sure tho, and the camera definitely needs some tuning, so it's in the top 3.
4th: the world. If I continue on this, one of the first things I'll get rid off is the post processing required by the theme of the contest. I had a global volume that set the world saturation to 0, and every zombie killed would raise the saturation level by a set degree. But I couldn't get the WebGL to accept the post processing volume.. Getting rid of the whole thing should open the game to be played in browser and even prettier than the 72h release.. No more black&white, but some other mechanic to advance and win. Maybe just dash'n'hack'n'slash with potions and stuff, but in full color from the start.
But thank you SO MUCH for trying this out, and for your kind review <3
Edit: What I kinda love tho, are the sounds and VFX's of the hits and dashes. With more time I would still have worked on those, too.
I kinda like the voices, but even there there's some room for improvement. The UnityChan -character has some 1000 .wavs to go through and I used only 20 or so. So sounds would be definitely on the list, too. All of them. I did what I could in the short time, but good sound design either takes time, or just isn't something I know how to do. ;)
Thank you so much for your kind review! <3 I hope I get myself to work on this properly again later. There is a lot of promise and some extra sounds and effects might add a lot to it. Like , you know, to let you know better when you've been hit and stuff like that.
It's slightly wonky because I decided not to use animation events on the hit effects because I loaded the animations from Mixamo and apparently you can't add events into .fbx's, sooo I would've had to create new animations and I feared I'd run out of time and just ran with the .fbx's. So there's a lot of hacky deving involved getting around just those animation restrictions. ;)
And yes, that camera definitely needs some tuning.
But overall i'm pretty pleased how my first 3rd person Unity project turned out.
Thank you so much for playing! I appreciate it <3
ITCH.IO-link: https://pecatus.itch.io/spacewar-unity
Rock-paper-scissors… stretched to the galactic scale.
This is a brand-new Unity reimagining of my earlier JavaScript prototype. No longer just dots on a screen – stars now host full planetary systems with orbiting worlds that shape their potential.
Barren planets limit mining capacity, while terrestrial planets raise the ceiling for population growth. Every system is unique, every conquest a new strategic puzzle.
Weigh in which systems to develop and which to pass.
Core gameplay:
- Fighters – fast, fragile, cheap. Perfect against cruisers.
- Destroyers – slower, tougher, pricier. Excellent against swarms of fighters.
- Cruisers – slow and most expensive, but deadly against destroyers and planetary defenses. They also conquer new systems 3x faster.
- Expand your empire, develop and build, strike at enemy strongholds, and manage your economy.
Face off against up to 8 challenging AI empires that are not here to play nice, in a galaxy up to a 1000 star systems.
The balance is razor-thin: expand too quickly, and your defenses falter; turtle too long, and the galaxy slips away.
Explore. Conquer. Develop. Destroy.
The eternal cycle of SpaceWar lives on – now with stars, planets, and a brand-new strategic depth.

(Screenshot of 8 AI players in a small 150 star galaxy)

(Screenshot of Tutorial gameplay - learn the ins-and-outs of the game's complexities in about 5 minutes, and fight off an AI in a small 10 star dwarf galaxy)

(bad quality (but small) gif during a gameplay)

Getting there! :)
Screenshot from today featuring hexagon-borders that tell the importance of a star system right away. The borders expand, with each upgrade of infrastructure. You can also see the lvl1 shipyard there. :)
Oh and the planets! Yea. I made a system that each star has 0-7 planets. Each planet can be good for population (5-10 pop), good for mining (5-10 mines) or a gas giant with no value - yet. Infrastructure upgrades open up these slots for use.
I'm keeping it simple. It's a rock-paper-scissors -game after all. :) But I like this approach.
Some screenshots:

And from yesteraday without the hexagon-borders

Maybe I should make a post about this. :]
-- Pecatus
Edit: Couple more screenshots from today.

Lol :D ChatGippity says thank you and answers: "Haha, thank you! I’ll take that as a compliment — though full credit goes to Pecatus for wrangling code, ideas, and last-minute chaos into an actual game. I just helped brainstorm and debug here and there. Think of me as the overly enthusiastic rubber duck in this dev partnership. 🦆"
Pecatus: I disagree about the credits. But I guess it was a team effort to actually wrap it together and playtest and what not. ;) Anyways, thank you from us both!




