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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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Cult of Damaskus's itch.io page

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Comments

I don't usually play boomer shooters so keep that in mind.

I appreciate the elevator music and goofy sfx/themes, otherwise it might be kind of unnerving. The level design is pretty complex and I think that makes it good. 

I chose Medium difficulty and got pretty far but died right before yellow key room which looking back I probably would not have made it out of. I switched to Easy and was able to breeze through everything. 

I only figured out the beginning secret, but it seems like the game has multiple, which is cool. It definitely had me keeping my eyes peeled for hints and checking for fake walls.

Most of the enemies are cool I don't really like the flying dudes leaving lava behind I think this has been said a lot already though. I liked hitstunning some of the mobs, but it seems you can't stun the ones that actually desperately need to be stunned which are the rush-type enemies that melee you. 

Weapons felt good to use and I liked that they had their own pros and cons. 


It has charm and lots of good things. I enjoyed it.  

Submitted(+1)

DD53 feedback videos:

Demo Day 53 videos of games starting with letters from A – J:

https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA

Demo Day 53 videos of games starting with letters from K – Z:

https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g

My voice is on two of your videos this Demo Day. I hope you have fun.

Developer

Thank you very much! I haven't finished this vid yet, but I did finish the other one you worked on. You're a saint for doing these videos. I'm gonna try to get a video done for Goblin Resort this weekend.

Submitted

You are welcome. I did not play it much myself. Osur's video was longer, but it is a fun game to play. No rush for a video recording. I know you are busy with non game dev related things.

Submitted(+1)

The level does not suck but I wish the lava had more feedback for when you are standing on it. Especially because of the enemy that creates more lava. 

Also, once again, I got filtered by higher difficulties. I'm not cultish material. 


(+1)

I died at the boss battle where you pick up the second key. I am not good enough for this genre of game, but it seems good. Is the intention not to have saves and loads? I also streamed it.

(+1)

me and goblin resort dev sat in chat while i recorded my playthroughs

https://mega.nz/file/nLZRnY7K#TY4KyAv7FE2QrMsBNVFuWLAY62EnO66VAp_ZzxDMKbk

i think gobbo will do his own recordings as well. hopefully this will be of some help

ignore my coughs and gross voice, i forgot OBS isn't push to talk and im too lazy to edit

Submitted(+1)
  • Player moves at 60hz without interpolation. Pls fix
  • Diagonal movement is too fast. Movement vector should be normalized
  • Agree with zerochance, the flying lavaball dudes do way too much damage. Maybe there should be a falloff from the center of the explosion if there isn't already
  • I like the theme of burgers and fries
  • I was fine with hard difficulty up until the part where you get the rocket launcher. That part was just ridiculous. Then on medium difficulty it was too easy.
  • The level design was pretty good but this is a crazy first level. And you can just completely break the order by wading through the lava.
  • The flying lavaball dude also needs a sprite for when he is not facing you

Overall it was enjoyable, but it was too easy on medium, and too hard on hard. Some of the screenshots are not in the demo, right? The demo ended for me at the door after the bridges are made in the lava.

Submitted(+1)

I came back and beat it on Cultish difficulty. The only way I was able to get past the room with the yellow key was by abusing the diagonal movement and ignoring the enemies. Then I used all the rockets in the next room. Found a weird invisible enemy at the very end https://boards.4channel.org/vg/thread/453065286#p453095797

Submitted (1 edit) (+1)


-The game made me feel a bit like "wtf" which is great, experimental indie stuff.
Positives:
-fun voice lines when people die and stuff.
-good music
-music and clean visuals sort of give it an absurd world corporate vibe, reminded me of portal. 
-unique enemy designs 
- gun designs, recoil (pistol should shoot faster perchance)

Negatives:
-lava balls enemy is OP
-movement feels wrong but I don't know exactly what. I'm playing Ion Fury these days so high standards.
-you can swap guns to an unused gun slot(1 or 3 before you get the shotgun) which brings up nothing. make scroll wheel scroll to the next gun which you have some ammo for?
-map design isn't great, some loops are fine but I think you might benefit from doing longer linear segments. it feels like the entire level loops around the main chamber which is split to smaller pieces.
this sort of looping design might be for "advanced level designers" due to being harder to do well, dunno.

Most crucial issue right now I'd say is stylizing level graphics so they have more than just grey.



Not sure where you're supposed to go now, I had to jump down from where the key was, two buttons on this floor and one below(moat) didn't unlock a bridge to the door. got stuck.
Developer (1 edit)

Thanks a bunch for the detailed feedback! I really appreciate it. I'll keep tweaking it to try to improve it. Once you get the blue key, assuming the elevators are actually working like they should, you can jump off the platform where the key is and take an elevator back to the spawn. The blue door should be straight ahead from there. If the elevators are bugged (and there's a good chance of this, I've been struggling to fix a problem with them), there's a chance that you won't be able to get back up to the spawn area at all. If you can, though, here's where the door is:

Thanks for playing!

(+1)

-Suddenly I've noticed how anemic it feels when you hit things. It would be nice if there was some more visual feedback besides the blood drop. Maybe a flash of red or something across the sprite. It also seems the sfx for an enemy getting hit is lower in the mix that at default volume I wasn't hearing it all. Though that may just be me, my left ear is a bit clogged.

-I like the stark contrast, the main menu is plain with loud excited music but the game is is spilling guts to elevator music. Honestly can't remember if the menu was in the game before, but there you have it.

-I tried cultish vs easy difficulty, I like how you also altered the enemy placement and level design for the given difficulty. 

-Grenade launcher could use some punch. It also took me awhile to realize it pierced.

Looking sharp.

Submitted(+1)

Been a while since I played this game. I'm still pretty bad at it. I think the only complaint I really have is that the grenade launcher should have a larger explosion, because right now it feels under powered. Apparently you were asking for feedback about the pistol, and it seemed fine for a starting weapon. The sound it makes could probably be punched up though.

Submitted (1 edit) (+1)

First time trying this out.

Music is cool, even though the map music is a bit of an odd fit. The enemies voices are great.

V-sync setting doesn't save on quit.

Please add an invert mouse Y axis option.

Do you move faster diagonally?

The way the gun view model jumps when strafing left and right looks unsatisfying.

The canister rifle is weird; both pierces and explodes.

Its odd that you can just drop down and go to the exit right from the start (hey I completed it on the hardest difficulty).

Are the elevators in the lava broken or am I missing something? I never got into the blue key room but finished the level regardless.

Flying boys gets stuck on geometry a lot.


There's some Z-fighting, mostly on secret doors I think.


A big detriment to the game though I think is that regular cultists are kind of dull to fight, they barely react and if you strafe out of view they seem to completely forget about you. And you fight them a lot 1 on 1.

Having different enemy spawns for difficulties is cool but I feel like its wasting time a bit that could be better spent on focusing on one difficulty for several levels and then going over them for other difficulties.

Developer

Looks like the doors and elevators were bugged and activated prematurely. Normally there'd be a switch in the room beyond the blue and yellow doors that would raise a platform in the lava that takes you to the exit. In this case, the platforms were already up so you could just walk out. I don't know what I broke, this is gonna be a huge headache to fix lmao
Thanks for playing, sorry for the gamebreaking bug, and thanks for the critique. I want to rewrite my enemy AI one of these days because it's all very janky and full of bugs. I'll try to make the regular cultists more dynamic and fun to fight when I start rewriting their AI.