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Fridges must die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #38 | 2.824 | 2.824 |
Presentation | #38 | 3.059 | 3.059 |
Overall | #52 | 2.686 | 2.686 |
Theme interpretation | #74 | 2.176 | 2.176 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It took a little bit to get used to the controls but once I did it's not... too weird.. I'm using a trackpad with "tap to click", I wonder if you were too? Because.. that kinda makes sense why you'd avoid clicking.. not sure. Either way, I _do_ like FPSes where the mouse is locked to one axis actually since you can make it a bit more frantic and not have to worry about the player being really great at aiming. I also liked the level transitions where it's like the vibe changes dramatically. At some point I fell out of the map though :( Fun game otherwise, makes me hate fridges more than I already did
Lots of cool stuff going on here -- world space UI, gun throwing, randomish levels, fridge violence... Did you experience some sort of refrigerator-related trauma during your childhood?
I died in the red dragon lair, and wasn't keen on making the effort to get all the way back there to see if there was an ending.
There's an issue with enemy attacks where they don't always actually attack you. You can just stand still and they will seek you out but not attack. At first I thought this might be some sort of intentional super-hotting, but after playing around a bunch it just felt buggy.
I did a small amount of debugging which is a thing I do for fun for some reason. When the enemies rotate to face the player, because their weapons are offset on their right side, the weapon ends up not pointing directly at the player. It points just off to the player's left side. So the "enemy_shoot" raycast never finds the player. When you are standing still with an enemy staring you down, if you move left, you'll move into the line of the weapon and get shot. If you move right, they won't shoot. So you can generally avoid fire just by moving right.
It also seems possible to snipe enemies in the red dragon lair before entering through the door.
And there may be something funky going on with weapon pickups -- it seems like I will occasionally pick up a floating weapon and not actually get any ammo.
I also got this panic when I let a bunch of enemies swarm me, and then moved into their line of fire.
I have to agree that using a mouse to control one axis of rotation and absolutely nothing else felt a bit strange.
Controls are a bit weird (aim with mouse but fire with space? 😄)
I had to restart 3 times to read and understand it
Overall pretty fun
Hey, with some more time there could've been something here. For me, personally, not having mouse aim in a fps is a bit weird, why did you do that? I mean not being able to freelook. Or did I miss something? I like the concept and the idea more than the result, but hey, jams are tight on time!
Initially I wanted to go all classic Doom style controls: W/S - move forward/backward and A/D to move camera left/right. But then wanted a bit more dynamic combat (player should be able to strafe) so switched to using mouse for left/right rotation. Also considering there are no elevations on the level, I thought not being able to look up/down would be interesting experiment. Technically the game plays well with top down view as well, so at some point I even considered ability to switch camera between fp camera and top down one. Overall I tried to have some combination of classic Doom and Dusk or Devil Daggers, but I have never done a 3d game with bevy before + my artistic skills are not good enough to be done in 8 days.
Pretty fun! I shot some stuff!