I have a slight issue. It's been happening with all of the webgl/browser games on these entries, so it's probably just me. But the camera pulls to the right constantly, the player character spinning perpetually with no user input applied. No controller or anything either. I even tried to unplug my keyboard to see if anything changed, but the problem persisted and I can't aim at anything with any degree of accuracy.
It seems like it's no big deal and may only be me, but I thought I'd bring it to your attention in case you wanted to try to recreate the bug somehow.
I honestly have no idea what could be causing this, especially since it’s my first time making a first person game.
But since you said this seemed to happen with multiple other web gl games this could be something on your end ?
Not sure how i could help with this, best guess i’d say would be to check if you have this same issue with every web gl you try, regardless of engine, and bring up the issue again to see if maybe other devs would know more about what could cause this.
Sorry again about this and that i couldn’t be of more help, hope you’ll find a way to solve this :/
I noticed that the problem doesn't happen on microsoft edge, it may only happen on firefox. My ff version is 108.0.1 if that helps any. Not sure about chrome.
Sorry i really have no idea what could cause your mouse issue :(
I tested on Firefox and Chrome and it worked fine, so i couldn’t even try to recreate the same bug you had. Cool that it seemed to work on Edge at least.
Great game, I don't really have anything to comment on. The only thing I would have liked would have been a control for the sensitivity of the mouse, because my eyes seemed to fly when I moved the mouse.
Thanks for giving my game a shot, i’m glad that you’ve liked it ^^
Yeah i don’t know yet how to make mouse input all that well in the engine so here it’s just a basic mouse capture, so the speed is just probably the same as your OS’s raw cursor speed when you’re on desktop/any app/ browser etc… so this one is on me but hopefully i’ll learn how to make a beter mouse input system.
I really liked the aesthetics. It captured the old school feel very well, sprite animations in 3d has something. The rocket launcher felt really nice to use, being able to strafe around the slow moving rockets to see it from a different perspective was cool. Sure, it was the worst weapon in the game, but it looked cool :D
Glad you liked the overal retro aesthetic and especially the work put into the world sprites, while they would have still be pre rendered 3D regardless, the doom style 8 angles almost didn’t made the cut cause it was hell to implement, and still it isn’t implemented all that well as is if i’m honest ^^’
Haha yeah i made rockets way too slow for them to be any kind of use, but i set myself a goal of having an arsenal close to classic Doom so it had to have one (even if sadly i couldn’t make a BFG equivalent in that time -_-) plus it doesn’t help that i didn’t balance any damage values so the rocket launcher ends up feeling especially weaker compared to any other gun in the game. Glad you liked it anyway, hopefully if i get some time for some later tweaks and fixes i can make it a bit better XD
This already feels very polished, with good enemy and weapons variety, fitting sound effects, and a nice retro pre-rendered 3D sprites aesthetic, great job! The level design was also really well done, keycard based progression felt right for this style of game and made the maps flow well. The levels also felt distinct from each other and made sense internally. Add some music to this, and this game could hold its own against some retro shooters!
My only complaint would be that mouse acceleration seemed to be activated? I usually prefer no acceleration for more accurate snap aiming. Maybe it was just my browser though ;)
I tried to pack as much variety as i could within the initial deadline, and i’m glad that you like how the prerendered sprites look like ^^
I tried to keep the levels on the small/short side to at least be able to make 3 of them but cool that so far people seem to like tham and not find them too short or boring (even if i admit they are a bit empty ^^’)
Keycard based progression was added to make sure that at least the levels wouldn’t end up being just a sprint for an exit with ignoring anything in between XD even if it’s been done to death i thought it could do a decent job here, i wanted to have switch based doors for variety but couldn’t manage to do so in time so only keycards for now.
The lack of music is also sadly due to time, and also cause i like trying to make anything i can myself. so i had to axe that aspect at least for the jam release.
I feel humbled that you feel like my game can hold up with actual retro shooters Thank you :D not sure if that’s actually the case though :p cause it is way less complex than some of these classics are.
Nah the mouse input is a bit bad the way i made it (cause i don’t yet know how to implement it well), but here’s the funny thing, there’s no mouse acceleration, it’s just that the game captures the mouse and it is direct mouse input, so in theory it is as sensitive as the player’s desktop cursor speed so probably way too fast for proper precise FPS gameplay, hopefully i can manage to figure out how to make a proper mouse input with tweakable values so anyone can have their ideal setting.
Overall polish, locations design, enemies design and amazing implementation of retro aesthetics. You did a great job. My favourite part of your game are GUNS, neat 3D design, plus VFX with additional polish created additional feeling of them.
Locations are great, but still I think some props could dilute the emptiness.
Happy that you liked the overall retro look and the guns ^^
Though most Vfx are just very Basic Gimp trickery of brushes and copy/pasted/rotated of those to have like at most 3 to 4 frames animation :p
Agreed for more props but i did all appart from the small mentioned update tweaks on the page during the initial jam’s deadline cause i didn’t know time would get extended like that, so that’s why levels ended up a bit empty.
Extremely well done and polished for a game done in just 7 days, very impressive. Good weapon selection, large levels with interesting layout that have this old classic vibe, and consistent retro-shooter style. I opened this game just to try it, and couldn’t stop until I finished it.
I actually liked slower bullets, as this (intentionally or not) introduced nice little bullet-dodging mechanic.
The only thing that feels like it’s missing is jumping, as I was very tempted to see if Quake style strafe jumping would work here.
Glad you’ve enjoyed the weapon selection as well as the level layouts, i was afraid they would be too basic and boring but happy to hear you think otherwise ^^
Also thanks a lot for playing it through till the end, i’m glad it peaked your interest like that ! About the bullets, They weren’t supposed to be all that slow cause i couldn’t really take that much time balancing speeds damage etc… but they aren’t supposed to be crazy fast either. I made it that way especially for the gun weilding mobs to have indeed a bit of dodging, cause i know how frustrating hitscaning enemies can be when they shoot you with perfect accuracy across a large map, and i wanted to avoid that if possible XD
Funny thing is that i have some code for jumping in the player controller, but i decided to deactivate it after a few tests at the begining of the project, one cause i wanted this to be a bit of a simpler Doom style game, as to design levels that wouldn’t require jumping, and two cause the enemy AI is so barebones that i don’t think they could work well when players would be bunny hopping all aroud the place :p
Good one! I liked seeing classic doom style in this jam. I liked the graphics, the sound design, the weapon variety (this is maybe the most guns in one game I've seen in this jam). One thing I'd change is baddies' bullet speed. Since the arenas are quite big and you move quite fast enemies rarely have a chance to hit you.
Thanks ! Happy that you think this is a decent representation of the doom style ^^
I tried to aim for at least as many weapons as doom but ended up short of a BFG cause of time :(
Then again there are not enough or big enough baddies for such a gun to be useful with what i managed to make in time :p
The baddies themselves i didn’t take enough time to tweak projectile speed to find something good so i left it fairly slow as to not have the game be ridiculously hard(I often tend to make them on the easier side difficulty wise)but yeah a bit more speed here wouldn’t have hurt i can’t argue with that.
That was a cool game, I liked the aesthetic and the setting a lot. It was also an impressive amount of weapons for a game in a jam, I think my favorite was either the shotgun or the punches. I just wished there was a big thing to use the rocket launcher against. The key system was logic and easy to follow while still blending well in the theme. Really enjoyed it!
and i didn’t balance all that well damage and hp values so everything is on the low side so this does indeed lessen the use of the rocket launcher, i stuck to the initial delay and didn’t expect the time extention as this is my first time participating in this jam so i just managed to make so much enemies in this time frame.
I wanted to have at least a color key system down to have the levels not just a mad rush to an exit with people ignoring most enemies, so i’m glad you liked that aspect as well :)
Comments
I have a slight issue. It's been happening with all of the webgl/browser games on these entries, so it's probably just me. But the camera pulls to the right constantly, the player character spinning perpetually with no user input applied. No controller or anything either. I even tried to unplug my keyboard to see if anything changed, but the problem persisted and I can't aim at anything with any degree of accuracy.
It seems like it's no big deal and may only be me, but I thought I'd bring it to your attention in case you wanted to try to recreate the bug somehow.
Sorry you had such issues with the controls :(
I honestly have no idea what could be causing this, especially since it’s my first time making a first person game.
But since you said this seemed to happen with multiple other web gl games this could be something on your end ?
Not sure how i could help with this, best guess i’d say would be to check if you have this same issue with every web gl you try, regardless of engine, and bring up the issue again to see if maybe other devs would know more about what could cause this.
Sorry again about this and that i couldn’t be of more help, hope you’ll find a way to solve this :/
I noticed that the problem doesn't happen on microsoft edge, it may only happen on firefox. My ff version is 108.0.1 if that helps any. Not sure about chrome.
Sorry i really have no idea what could cause your mouse issue :(
I tested on Firefox and Chrome and it worked fine, so i couldn’t even try to recreate the same bug you had. Cool that it seemed to work on Edge at least.
Great game, I don't really have anything to comment on. The only thing I would have liked would have been a control for the sensitivity of the mouse, because my eyes seemed to fly when I moved the mouse.
Thanks for giving my game a shot, i’m glad that you’ve liked it ^^
Yeah i don’t know yet how to make mouse input all that well in the engine so here it’s just a basic mouse capture, so the speed is just probably the same as your OS’s raw cursor speed when you’re on desktop/any app/ browser etc… so this one is on me but hopefully i’ll learn how to make a beter mouse input system.
I really liked the aesthetics. It captured the old school feel very well, sprite animations in 3d has something. The rocket launcher felt really nice to use, being able to strafe around the slow moving rockets to see it from a different perspective was cool. Sure, it was the worst weapon in the game, but it looked cool :D
Thanks dude ^^
Glad you liked the overal retro aesthetic and especially the work put into the world sprites, while they would have still be pre rendered 3D regardless, the doom style 8 angles almost didn’t made the cut cause it was hell to implement, and still it isn’t implemented all that well as is if i’m honest ^^’
Haha yeah i made rockets way too slow for them to be any kind of use, but i set myself a goal of having an arsenal close to classic Doom so it had to have one (even if sadly i couldn’t make a BFG equivalent in that time -_-) plus it doesn’t help that i didn’t balance any damage values so the rocket launcher ends up feeling especially weaker compared to any other gun in the game. Glad you liked it anyway, hopefully if i get some time for some later tweaks and fixes i can make it a bit better XD
This already feels very polished, with good enemy and weapons variety, fitting sound effects, and a nice retro pre-rendered 3D sprites aesthetic, great job! The level design was also really well done, keycard based progression felt right for this style of game and made the maps flow well. The levels also felt distinct from each other and made sense internally. Add some music to this, and this game could hold its own against some retro shooters!
My only complaint would be that mouse acceleration seemed to be activated? I usually prefer no acceleration for more accurate snap aiming. Maybe it was just my browser though ;)
Thanks for playing !
I tried to pack as much variety as i could within the initial deadline, and i’m glad that you like how the prerendered sprites look like ^^
I tried to keep the levels on the small/short side to at least be able to make 3 of them but cool that so far people seem to like tham and not find them too short or boring (even if i admit they are a bit empty ^^’)
Keycard based progression was added to make sure that at least the levels wouldn’t end up being just a sprint for an exit with ignoring anything in between XD even if it’s been done to death i thought it could do a decent job here, i wanted to have switch based doors for variety but couldn’t manage to do so in time so only keycards for now.
The lack of music is also sadly due to time, and also cause i like trying to make anything i can myself. so i had to axe that aspect at least for the jam release.
I feel humbled that you feel like my game can hold up with actual retro shooters Thank you :D not sure if that’s actually the case though :p cause it is way less complex than some of these classics are.
Nah the mouse input is a bit bad the way i made it (cause i don’t yet know how to implement it well), but here’s the funny thing, there’s no mouse acceleration, it’s just that the game captures the mouse and it is direct mouse input, so in theory it is as sensitive as the player’s desktop cursor speed so probably way too fast for proper precise FPS gameplay, hopefully i can manage to figure out how to make a proper mouse input with tweakable values so anyone can have their ideal setting.
Thanks again for your kind words :)
Yo, that's really a cool game.
Overall polish, locations design, enemies design and amazing implementation of retro aesthetics. You did a great job. My favourite part of your game are GUNS, neat 3D design, plus VFX with additional polish created additional feeling of them.
Locations are great, but still I think some props could dilute the emptiness.
Thanks for trying my game out !
Happy that you liked the overall retro look and the guns ^^ Though most Vfx are just very Basic Gimp trickery of brushes and copy/pasted/rotated of those to have like at most 3 to 4 frames animation :p
Agreed for more props but i did all appart from the small mentioned update tweaks on the page during the initial jam’s deadline cause i didn’t know time would get extended like that, so that’s why levels ended up a bit empty.
Extremely well done and polished for a game done in just 7 days, very impressive. Good weapon selection, large levels with interesting layout that have this old classic vibe, and consistent retro-shooter style. I opened this game just to try it, and couldn’t stop until I finished it. I actually liked slower bullets, as this (intentionally or not) introduced nice little bullet-dodging mechanic. The only thing that feels like it’s missing is jumping, as I was very tempted to see if Quake style strafe jumping would work here.
Thanks :)
Glad you’ve enjoyed the weapon selection as well as the level layouts, i was afraid they would be too basic and boring but happy to hear you think otherwise ^^
Also thanks a lot for playing it through till the end, i’m glad it peaked your interest like that ! About the bullets, They weren’t supposed to be all that slow cause i couldn’t really take that much time balancing speeds damage etc… but they aren’t supposed to be crazy fast either. I made it that way especially for the gun weilding mobs to have indeed a bit of dodging, cause i know how frustrating hitscaning enemies can be when they shoot you with perfect accuracy across a large map, and i wanted to avoid that if possible XD
Funny thing is that i have some code for jumping in the player controller, but i decided to deactivate it after a few tests at the begining of the project, one cause i wanted this to be a bit of a simpler Doom style game, as to design levels that wouldn’t require jumping, and two cause the enemy AI is so barebones that i don’t think they could work well when players would be bunny hopping all aroud the place :p
Good one! I liked seeing classic doom style in this jam. I liked the graphics, the sound design, the weapon variety (this is maybe the most guns in one game I've seen in this jam). One thing I'd change is baddies' bullet speed. Since the arenas are quite big and you move quite fast enemies rarely have a chance to hit you.
Thanks ! Happy that you think this is a decent representation of the doom style ^^
I tried to aim for at least as many weapons as doom but ended up short of a BFG cause of time :(
Then again there are not enough or big enough baddies for such a gun to be useful with what i managed to make in time :p
The baddies themselves i didn’t take enough time to tweak projectile speed to find something good so i left it fairly slow as to not have the game be ridiculously hard(I often tend to make them on the easier side difficulty wise)but yeah a bit more speed here wouldn’t have hurt i can’t argue with that.
That was a cool game, I liked the aesthetic and the setting a lot. It was also an impressive amount of weapons for a game in a jam, I think my favorite was either the shotgun or the punches. I just wished there was a big thing to use the rocket launcher against. The key system was logic and easy to follow while still blending well in the theme. Really enjoyed it!
Thanks ! glad you liked the aesthetic ^^
and i didn’t balance all that well damage and hp values so everything is on the low side so this does indeed lessen the use of the rocket launcher, i stuck to the initial delay and didn’t expect the time extention as this is my first time participating in this jam so i just managed to make so much enemies in this time frame.
I wanted to have at least a color key system down to have the levels not just a mad rush to an exit with people ignoring most enemies, so i’m glad you liked that aspect as well :)