On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Endless Red Capsule MazeView game page

an experiment
Submitted by xyz___z — 2 days, 15 hours before the deadline
Add to collection

Play game

Endless Red Capsule Maze's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

the mechanics look fine, though it was a bit annoying when enemies come too fast so I would suggest making the game just a little bit slower, but I guess you intend to make mazes full of traps and more complex enemies in the future so that issue should fix itself

other than that looks great
be aware of a small bug of firing noise playing non stop after loading if you can (web player)

Submitted(+1)
  • The web player is shit. Always provide a downloadable version.
  • The reticle getting stuck on walls is awful, and it shouldn't clip into things.
  • There seems to be some form of auto-aim when shooting at enemies on stairs, but it's not reliable. If you're planning on having levels with height variations, you'll need to let the player aim at different heights properly (and without walls interfering when shooting at things at the same height as you). Otherwise, just don't put enemies near stairs.
Developer (3 edits)

thanks for the feedback. i'll get rid of those problems if i decide to continue developing this. maybe i'll just scrap, or atleast revise the code for autoaim thing. i too think it's kinda shit and it's shoddily coded due to me being a programming noob.

Submitted(+1)

Nice little demo, character looks cool and I like the cursor as it changes when firing. Ragdolls are always fun. Didn't like it at all how the mouse cursor will catch on walls, it just feels bad. It doesn't help that at times I like to aim past a target and aim over the wall instead, but I can't do that here.

Curious to see how this game will turn out.

(+1)

Hey, great start! I think you have a good sense of fitment between player speed, weapon speed, enemy speed, enemy count, etc... All those things need to fit together for a fun experience, and you're pretty close already. 

  • I would personally try tuning the player speed down a bit. Think in terms of how much time the player has to process the new information coming in from the edge of the screen they are moving towards. Slower = more time to think and process what's happening.
  • The player movement needs to work with a Vector, not raw addition of velocity to X/Y axis. Vector math is fairly easy once you practice with it a bit, and is one of the most useful tools for gamedev. Right now, the player moves quicker in diagonals than in up/down/left/right directions. Also, with a joystick, you will need vector based movement for that. My keyboard logic for vector movement is really simple. Keyboard left down? Vector.x - 1. Keyboard right down? Vector.x + 1. Same for Y and up/down. Then I set the length of the vector to the desired speed/acceleration, and apply it to the player. 
  • I'd try tuning the enemy speed down a bit too. It's too easy to get ambushed right now and now really have a chance to survive. Some knockback from the gun would help too. You can always tweak the enemy health up as a counter-measure if it makes things too easy. Again, it's about mental processing time for the player.

Overall, it has a good feel going even at this early stags. The lighting transitions between areas is cool. And like I said, there are a lot of good decisions already made. Keep it up.

Developer(+1)

hey, thanks for the feedback. im still getting the hang of it, but i will take these considerations in case if i end up developing this a little more.