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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, 23 hours before the deadline
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Comments

Submitted(+1)

Felt more inspired by Doom than by RoTT or Duke - lacks interactivity to be BuildEngine-like, lacks rooster and ball torture to be RoTT, but has all the elements to be a Doom-like - like a lot of "doom cute" stuff like toilets and benches being part of the level, french fries reminded me immediately of blue flasks. Basically my "doom" instincts kicked in instead of "blood/duke" instincts, and I think that's great. The level felt good, really liked the interconnectivity of it.

As for weapons - shotgun is definitely the best gun, even though it's a bit slow to my liking. At least the animation seems that way - it seems that I can skip the last frame of reload and fire again. Pistols are... Fine for sniping. Not very good otherwise. Dual wield is cool - I guess thats a RoTT reference. Rifle is great at stunlocking enemies, so it makes sense there's not much ammo. Generally I feel like you've placed just the right amount of ammo on the level for pistol-starting. Harpoon-chainsaw is a gimmick, didn't really like it, probably because it takes time to grab an enemy, and that's a death sentence on high difficulty with other enemies roaming around.

Needs "turn off auto weapon switch",  0/10

Good stuff.

(1 edit) (+1)

What's up, played the game. I fucked it up and for the first minutes I wasn't showing the game, but I realized eventually:

I don't play FPS games, so take that into consideration, but I thought the game was neat. To be honest, with the difficulty and how sparse ammo was, combined with that I played like a bitch doing peek-a-boo at every corner, to me it felt like I was playing a survival horror game. Which is not a bad thing. But it didn't feel like I was playing the game 'the intended way'.

At any rate, I had fun. The only bad thing is that I didn't finish the level because I couldn't find where the key was. Your levels kind of... You know...

But fr a map would've been nice. I think Doom had that, yeah?

Submitted(+1)

TLDR since we discussed in voicechat: The level is a massive step up since the last demo and I only dislike the overly long corridor on the top left, the amount of paths and structure around it feels appropriate. Going to the right first feels slightly easier. I wish I had some better way to not inadvertently try to fire an out of ammo gun. Update mouse sensitivity without restarting!!! Keep it up

Submitted(+1)

Congrats, this level definitely doesnt suck

Can you make the kicking useful? Like throwing enemies away or the mc himself based on compared fatness level

(+1)

Hello, IIRC you were a bit pensive about how the new lighting was gonna affect performance, so I tried it out on my old potato of a laptop.
I can't compare with previous builds since I didn't save any from past Demo Days and I don't see any on your page, but it's sadly unplayable; 20 fps in the starting corridor and all the way down to 8-10 once any actual fighting starts.
For comparison, the same machine can run Risk of Rain 2 at a barely-playable 20 FPS even when lots of enemies show up.

Developer

Thank you very much for testing that. I think I'll just concede and bake the lights for future demon days so I don't have to bash my head against it to try to make performant.

If you bake the lights or upload a build from before the new lights I'd be happy to test it for comparison

Submitted(+1)

Very neat, even if only for one level (that I could tell, at least)!

I found the brightness by default to be too low, though it could be something with my monitor. And the sensitivity option didn't seem to do anything for me.

Submitted(+1)

It was short but I had fun.

Seems the chainsaw weapon is the only one with an alt fire.

I'm not sure if pistol ammo is a thing or if it gets ammo when I pick up shotgun shells, because I don't think enemies drop ammo.

Submitted(+1)

Something seems busted with the lighting on the Linux build, it’s way darker than the screenshots and changes not only as you move but even as you look around. The default volume also seemed to start on overmax and after turning it down I couldn’t turn it as far up as it had been.

I ended up just playing the windows build using proton, the mouselook wasn’t as smooth but the lighting worked correctly. I’m assuming Unity’s Linux export is doing something wrong.

The midi guitar really gets my Doom-brain going. The snappy recoil on the shotgun makes it immediately more satisfying to use than before. The Dorito pope enemies are really cool, all the new textures and sprites are looking great. The new level’s layout is like a lost Quake map, it’s great.

I think I missed only one secret. I found a machingun, the peeping tom room, and the nugg

Lots of excellent progress on this one.

Submitted (1 edit) (+1)

-Maybe I misremember, but the main menu looks slightly worse than it used to be?

-New names for difficulty is fun, I can just imagine a Duke Nukem esque thing where you have a guy's portrait become more skeletal or pudgy accordingly. 

-Dead enemy and other white decor sprites turning red at certain angles is odd. Maybe it's supposed to be a shadow?

-Chainsaw is fun, but there never seems to be a good place to use it.

-Beat the level, 3/4 secrets. Eh, it was alright I think. Felt like an introductory level since it was straight forward breach and clear gameplay and no events.

Submitted(+1)

very high effort level. i love the "progression" of finding different weapons, finding the key, opening the door. boomer shooter at its finest.

I FOUND THE NUGGET.

Submitted(+1)

Finally, the church of thickness.

This level felt shorter than usual which I imagine is a trade-off for the fancy visuals. There are also fries all over the place so I ended up going crazy with the chainsaw since I could afford to take some damage. I wonder if that was intended. It would be cool to have gibbing animations for the chainsaw and explosives.

A cost effective way to do this could be to make some body part sprites based on the existing enemies and splatter those all over the place like particles when an enemy dies in certain ways. The Citadel did this and it looked pretty good in my opinion.

A small issue I encountered was that my UI got huge so I think it might not be scaling properly.


To summarize, nice level. What do I do with the floating nugget?


Submitted(+1)

Mouse sensitivity doesn't update until you start a new game.

Submitted(+1)

Man that shotgun feels strong to use. Loving the color scheme and atmosphere. What are your plans for this?

Submitted(+1)

The weapons that are in this level feel strong and good, the shotgun especially - I don't remember it being so strong before, but it's a lot of fun to use now. As before, the harpoon/chainsaw is a really fun gimmick still.

Level design is good, only complaint that all of the corridords look the same with the same angled ceiling so the map can get confusing at times. Also feels like it's experimenting with colored lights but they look pretty weak at the moment. From what I remember Unity's default lighting is terrible for retro-feeling colored lights so might want to experiment with custom shaders or changing the default lighting calculation.

Submitted(+1)

I had fun but the game started to give me motion sickness. I like the look of the environment.
Video: 

Submitted(+1)

It's always fun to play some Damaskus!

This level was definitely on the easy side, very generous with the ammo and health, I breezed through extra large first try, finished it a second time to find the last secret I was missing.
I'm guessing this would be an early level since it's so short and missing the tougher enemies, but being able to use the harpoon/chainsaw a bunch makes up for it, it's a really fun gun.
I didn't quite get the pope guys, they don't do much, they take forever to attack and are easy to doge.

These guys couldn't make it upstairs