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A jam submission

Cult of DamaskusView game page

A retro FPS inspired by Duke Nukem 3D, Rise of the Triad, and the other great FPS of eld.
Submitted by Team Puzzle Games — 2 days, 16 hours before the deadline
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Viewing comments 20 to 1 of 25 · Previous page · First page
Submitted(+1)

Its nice. Second Level has some really nasty surprises tho, considering how long it is. Putting a Firefloater into the Secret was pretty rude, but I should've seen something like that coming. Died there, but found the Elevator(?) beforehand, so I'm assuming I was nearly through that Level anywhere and am not going to try again.

The Place when you fall down into a giant Room full of Tons of Enemies (twice) isn't very good, you just immediately get targeted by all of them and loose most of your Health until you're safe behind some Box or something to start taking them out. Consider reworking those Areas, or just reducing the Enemies in the Room a bit/ increasing their Time to target something.

Other then that, the second Level adds a lot of Lore to the Game, which is nice. and the overall Design and Layout are pretty good aswell I think. I never really was lost, and it felt like it had a good Flow of Encounters going.

Submitted(+1)

I found it fun. The music is pretty good, sounds similar to Rise of the Triad music.

Other than that, here are some notes that I took while playing (in no particular order)

  • Press "Q" to engage Mighty Foot?
  • Reminds me of meat packing factory in Duke Nukem
  • Pickups (Weapons and Armor) difficult to see
  • Nice level of difficulty
  • Weapons very nice to use
  • I can see the influence of Rise of The Triad with the weapons
Submitted(+1)

I wish you could save your progress :( 

At least at the end of a level (which kinda don't suck). The music is good though, got some real bangers

Submitted(+1)

Wow these levels are great and I would never say they suck even in jest.

The mouse sensitivity was at the minimum. I think the slider was bugged? Once I moved it around I got it where I wanted it.

When I first loaded in, I think the game detected my steering wheel controller and took input from it, so I was constantly moving backwards. I had to unplug that and restart.

It's weird that the pause menu has different music than the level.

This is hard! I'm not very good at it and I died a lot. it felt difficult to aim. But I like the art.

Submitted(+1)
  • Is the mouse sensitivity supposed to default to the lowest value?
  • Did you break the weapon swaying? It's extremely slow now.
  • The level is too dark and has too little contrast. I can barely see anything when playing during daytime. Make sure walls and floors are never the same color.
  • Steal Serious Sam's enemy health bar crosshair.
  • The jumping doesn't feel good. Reduce air control and make it give you a small boost in horizontal velocity.
  • The attack range on the melee enemies doesn't match the sprite.
  • Level 2 could really use some signs.
  • It's so dark the grinders are barely visible. They should also move faster to make it obvious they're a hazard even without the posters.
  • When the player gets a new weapon, put him in a situation where he needs to use it right away. The canister rifle penetrates enemies, but the first enemies you see after getting it are two fat guys standing side by side.
  • I still think the fireball enemies should never be put in cramped rooms or in positions where they have line of sight of the entrance to the room they're in. They work well in open areas as a low-priority target that restricts your movement, but when they block your movement entirely, they just waste your time. Also, they need other enemies to work; don't have them on their own.
  • Died to melee enemies appearing behind me after picking up the red key on level 2. They need to have a different alert sound from the normal grunts. Also, footstep sounds.
  • Getting shot while you're hanging from the hook feels cheap.
  • The assault rifle doesn't feel like much of an upgrade over the dual pistols. It could at least have better accuracy.
Submitted(+1)

I like the enemy design, it's pretty charming. The music was bangin'

The controls are good and responsive, they feel as they should for a boomer shooter

The levels were pretty challenging but fair, I wish there were more ammo drops though. I really enjoyed the meat factory level, the hook part was funny. 

I feel out of the maps once after being cornered to the The Leg enemies in the bathroom on the first level, I couldn't replicate it again so I guess it must have been nothing.

I hope you keep working on it, I wanna see more.

Submitted(+1)

Love classic style shooters, but I feel like this one is still missing some things.

-All enemies look too alike, I understand that is because of aesthetic decisions, but have enemies with more variation on design, maybe shades of gray, and sound effects.

-needs more feedback when receiving damage, since there where times where I didn't realise I was taking hits.

-the level textures need a bit more variation


anyways, If you continue working on it, I'll check it out on next DD, I like doom clones.

Submitted(+1)

The weapons feel punchy, movement has a nice momentum to it and you are fast but not to the degree that would make the main character hard to control. 

I like the enemy designs, although it's a bit hard to tell apart the more dangerous variants sometimes. In Shadow Warrior they differentiate the generic ninja enemy by giving them different colors so brown ones carry an UZI while the orange ones fire missiles and such. However, I realize that might not be an option if you wish to keep the current style which is really charming. 

The melee enemies reminded me of the fast melee guys from Post Void and they are almost as annoying. Good job.

Finally, the levels are not confusing and I like how the first one is a cinema like in Duke Nukem 3D.  

Submitted(+1)

Got to the second level and quit a little after getting the canister launcher. Restarting from the beginning of the level just makes it too tedious. It feels kinda weird that you have so much speed while the optimal strategy is to go slow as possible. Maybe slow down enemy projectiles so they can be dodged better.

Enemies can be kind of hard to differentiate at the distance and reaction speed of the gameplay. I'd give their masks different, bright colors.

Also I was repeatedly told that this game's levels suck, and I'm reporting you to the authorities for false meme advertising because they're pretty decent.

I read some of the other comments, but I'm gonna have to disagree with them on disliking the handgun, I think it has a really nice rhythm for plap-plap-plapping bad guys.

Submitted(+1)

Charming as hell!
Good feeling weapons and catchy music.
Excellent boomer shooter, I'm curious to see what kind of levels warrant that rocket launcher.

Looking forward to playing more of this.

Submitted(+1)

I got up to level two before running out of ammo and dying. I feel like I missed a weapon, I only got pistols, shotgun and rocket launcher. Machinegun would be really nice to have even since the very start because the enemy composition calls for it.

Levels feel quite long because of how stressful dealing with enemies is. Second level has some amazing stuff in it even if it's unfinished. The ambushes could be toned down - Doom can get away with it because projectiles and enemies are slower.

I like it, but I would prefer to play it in a bit shorter segments due to the level of attention needed around enemies.

Enemies are really disturbing for some reason.

Restarting a level resets brightness setting.

Submitted (1 edit) (+1)

Beat the demo. Video: 


Always a good time to see the silly goon characters in this game. It was a fun run. The second level was good and I liked the sound effects when I was picked up by the hook. The health kit on the start cannot be reached later on, which was a bummer when I was low on health. I don't like much the flying enemies that make the floor hurt. The ability is more a speed bump than a threat.

A map would be nice, but maybe I'm too used to doom.

Submitted (1 edit) (+1)

Pretty cool game even if a bit too hard for me, and this comes from someone who's used to playing retro shooters on high difficulties. I think it needs some balancing, imo:

  • Melee enemies are way too fast.
  • Enemy AI for normal and big baddies is kinda meh, they seem very dumb. Try to have them have better reaction times and pathfinding and it should be much better.
  • The pistol really sucks, not very fun to use. Could it have just a bit of a higher fire rate?
  • Introducing multiple new enemies in the same room and having some of those lunge at you at high speed is not a good design choice imo. Makes it so either you know the level by memory or you die.
  • Since everything is grey, I had a bit of trouble spotting the shotgun.

Now, onto the cool stuff:

  • I liked the music.
  • The shotgun, it feels punchy and it's quite nice to use. The spread is, imo, as it should. Very fine weapon.
  • Level design made sense to me. Never felt lost or like I needed an automap.
  • I like the tone and humor. Having the tutorial being some posters for the enemies is a cool idea.
  • No hitscanners? Nice.

Overall I had some fun! I've uploaded a video of one of my playthoughs: 


Submitted(+1)

I beat the game, it was fun. Music and SFX are nice, or at least weren't annoying or bad at all. I still like the disparity of detailed environment but simple enemy design, it looks cool and gets generally easy to read enemy design at a glance. Level design was good, primarily the second level since I really liked the new zone idea and how it was laid out. 

Enemy designs are mostly good, but I couldn't tell  a difference between the pistol and shotty normal guys. Flying pig like guys are fine, but it feels like they close the distance too fast, so I had to crane my neck to shoot them when they showed up. Only issue with the weapons are what seem to be two weapons that are both rocket launchers, and how I wish the shotty would pierce enemies. Sometimes it felt like my shotgun should of taken down two guys, but most of them hit one guy and the other lives. Though maybe it would be too OP to just pierce with it, maybe as the benefit of a second super shotgun? The crosshair is a bit too big, at times it would cover up an enemy when aiming at it from across the room. 

Looking forward to next time.

(+1)

Absolutely love the enemy design, and the weird, grody sense of humor. The weapons feel great to use, though the pistol feels a bit weak for how scarce ammo for it is, and movement is clean without being overpowered. The level design is also solid, with just the right amount of side-paths and retracing while still being fairly easily to navigate.

Criticism time: the regular guys and shotgun guys look too alike, and the lava AoE left behind by the big flying guys is more of an annoyance than a hazard. Enemy projectiles can also be kind've hard to see, and even harder to judge where they actually are.  Lastly I don't know what you plan to do for the reticle, but the one you have now is a bit much. A simple blue dot would be fine, unless you plan on having the reticle expand based on the weapon spread.

Total Playtime: roughly 30 minutes. Kills: Didn't Count/Everyone. Secrets: All but the one that had a sign saying it's nearby.

Submitted(+1)

ahoy Damaskusdev

horrible news. reaching the end of level 2, i was pausing the game to jot down some notes, and inadvertently selected New Game, instinctively thinking it was Resume Game. since there's no saving as far as i can tell, i'm forced back into the first room. 

disaster.

this calls for a complete replay tomorrow, but until then, here's my preliminary feedback. i'll update this by replying to this post once i have played again.

>The levels ARE good.

They're inter-connected. They have eastereggs/secrets. They have sidepaths. They have doom closets. They're all great and i see nothing wrong with them. The gimmicks (meathook, conveyor belt, floor that you fall through) are also all great. i honestly think at this point you're aware of this and are just pretending so i wont jizz more about the matter.

If anything, I think the issues some players might have is with the enemy design. There were many sections where my optimal playstyle would be sitting at the room entrance with a pistol shooting stationary goons, who would be hitstunned and couldn't react to me. I think you should take inspiration from something like Serious Sam's first levels. Your key pace-breaking enemies are the charging boys - but the ones you have are far too strong. consider introducing a weaker melee enemy and sprinkle him at the start of the demos to avoid the "sit + shoot with pistol" tactic. Personally, I didn't have this problem since I played before and thus know what do, but i can easily see someone rushing in a room and getting blasted from all sides. you need to ease them a bit

Other small issues would be important objects not having a light near them, causing them to be easily missed. this is true for the shotgun outside the bathroom, and some ammo boxes every now and then.

The ammo is very restrictive, but i managed to beat everything so far with leftover ammo. i'd slightly increase ammo so that weaker players don't have to rely on kick so much.

I only found ONE secret, and that was in level 2. I remember the old ones, but you seem to have shifted those around. I didn't find any of those.

The game is a ton of fun and very juicy. The shotgun is still a blast to use.

please remove NEW GAME from the menu options. replace that with Resume. 

once i play again i'll be sure to write more, but i have nothing but praise so far for the changes. keep up the good work and be proud of your levels.

i'm gnot a gnoblin, i'm a gnome

Submitted(+1)

Tried out the linux build: the game is not executable, I had to chmod +x it myself. To be fair this happens with a lot of linux programs. Also the windows/super key didn't work except when paused, which was weird. Seems to work well otherwise.

I think there was some kind of jitter on enemies when moving fast close to them, might have to do with me using a 165 hz screen and possibly their movement going at 60 hz or something.

I wish there was some bigger effect when I hit enemies, the bloody spot is pretty small and hard to see from a distance.

I didn't get very far because I kept running out of bullets. I think I'm just bad at boomer shooters and wasting a lot, but it also kinda sucks to kill so many pistol guys and drop so little ammo.

Level design looked good,

Submitted(+1)

when i had ammo it felt very much the same in quality to boomer shooters i've played, but no matter how much i conserved i would start to run out and eventually have to run guns blazing into a full room (which lead to some cool moments) as the only way forwards and my loss would feel out of my control.

a few things

  • the shotgun design and polish is very good
  • it seems like the player has to aim very accurately to hit, i don't have anything against the design choice but it makes me miss the classic style of being able to fire a pistol down a hallway with a bunch of enemies in knowing i'm hitting them
  • i wanted to kick open the bathroom doors, just for immersive reasons
  • i found the secret with the health pack and the poster
  • aside from the aforementioned running out of ammo and then being railroaded into a busy room,  i didnt find the level design bad in any way, other than that the second and third auditorium didn't lead anywhere
(1 edit) (+1)

This was one of the games I've checked out in previous DDs and was curious to see how it developed. Nice to see that enemies use projectiles instead of hitscan, and have their painstates now implemented as well considering most of them use guns, it makes them a lot more manageable. Only beaten the first level so far, so these are more like first impressions (will go back to check out level 2 later) but there are four things that jumped out to me so far:

- Only had enemies drop ammo fairly rarely and only specific enemies. If pistolers and shotgunners could drop their respective ammo as well (and generally more consistently) I think it would help a lot with the resource issues of running out of ammo mid-level with no pickups left.

- Melee enemies are still a bit brainless as they just charge straight at you. If you look back at Doom, you might notice how Pinkies keep zigzagging in front of the player a lot of the time: granted, this was because of the way their pathfinding was implemented, but in my opinion it made it so that they're a bit more difficult to hit and avoiding them is a matter of movement instead of purely just speed. I assume you're using Unity's native NavMesh Agent, so it could be a bit tricky to implement a similar behavior (I'm still polishing it myself), but I think would make the fights against them a lot more fun.

- Not sure how I feel about the shotgun using two shells per shot. I mean I get it, it's a double barrel, but since that's the only way to spend shotgun shells, it feels redundant and even a bit confusing when you check your ammo in a quick glance. Compare it to doom where apart from the Super Shotgun you still have the regular Shotgun, or Blood where you still shoot one barrel at a time (with both barrel shot as alt-fire).

- This might be already planned, but auto-switching to a gun that you have ammo for when you try to fire a gun that you're empty with would be a nice QoL change.

Still, good improvement so far compared to the previous versions I've played. Keep up the good work!

(+1)

Got around to beating level two. In general I liked the level design (arcade in level 1 is a nice touch), but the second level is definitely seems to be more fleshed out (no pun intended). The meathook in the beginning was neat little detail, the environmental hazards are shown well with the dead enemies, and the small touches around (like the toilet as the office chair) were charming. The only issues I found is that there's a weird lightmap pixelation in one of the upper corners at the secret room where you find the machine gun in level 1, and the moving sawblade that's on the table on level 2 can only be seen from one side.

I generally had less issue with ammo resource on the second level too, not sure if it's due to starting with more weapons or pickups being more generous in general. And if I can offer you a tip: to deal with the screen shaking in the elevator, you can try parenting the player temporarily under the elevator (or manipulating it's velocityto match the elevator's).

Developer (2 edits)

Still missing tons of art, sounds, enemies, guns, etc. Bugs are present, please report them. Balance/difficulty curve might still be a bit sharp. 2nd level is VERY unfinished, sorry. Difficulty "may" be on the high side depending on how skilled you are, as I'm trying to balance it around hard mode. I'll be adding difficulty selection later. 

The game should save your progress at the start of level 2. There are almost certainly going to be horrendous bugs that I didn't discover in regards to the save system. If you find any, please let me know.

WASD to move, mouse to look. Left click to shoot, E to open doors and activate switches. 123456 for weapons. Good luck!

Any and all feedback, good or bad is appreciated! Thanks for playing!

If you're having trouble finishing either of the levels, there are a few secrets in each. I don't expect anybody to want to waste time secret-hunting in a poopy unfinished demo like this, so here's the list if you're looking:

Theater:

  • Past the first door, to the left, there's a poster on the wall. Jump through it to get an assault rifle.
  • In the room where you get the blue key, there's a small box opposite of the single-toilet bathroom. If you step on it, a door will open, leading you outside to get a power weapon.
  • Not marked as a secret, but in the bathroom with the sinks and urinals, the last bathroom stall is open. You can jump on the toilets to get into a cove for a health pack.

Meat factory:

  • Not marked as a secret, but immediately after you spawn, there is a health kit behind you.
  • Again, not a secret, but after you get picked up by the meat hook, there are 3 doors - a standard door, a door with a switch, and the red key door. Go through the standard door to get some assault rifle ammo, as well as an assault rifle (be warned, this triggers a trap.)
  • In the 2nd freezer with the hanging legs (this is still at the start of the level), one of them is hanging lower than the others. Press E on it to open a door that leads to a rocket launcher.
  • In the front lobby, you'll find a vending machine. Activate it to open a door to a bathroom. The bathroom has some goodies and another secret inside.
  • In the secret bathroom, one of the sinks is darker than the others. Activate it to get another 100pts of bonus health.
  • In the factory near the end of the level, there is a rocket launcher hidden on one of the staircases.
  • After the factory, when you get dropped into a room with a bunch of meat grinders, take a right - eventually you'll reach a dead end with a poster saying the level is unfinished, and that there's a secret nearby. Go back into the previous hallway and look for a wall that's slightly discolored. You can walk through it and get more bonus health.
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