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A jam submission

DemiseView game page

Brackeys Game Jam 2020.1 Game
Submitted by Winnitude! — 1 day, 1 hour before the deadline
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Demise's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#454.1074.107
Audio#1093.3573.357
Overall#1683.3043.304
Fun#1733.2863.286
Game Design#1813.3213.321
Innovation#2612.9292.929
Theme#3712.8212.821

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 20 to 1 of 26 · Previous page · First page
Submitted(+1)

Really cool FPS game! It's really chaotic especially in the Hell map where enemies start jumping wildly toward you. This game gives a really great experience. But of course it's not a game jam game without flaws. It needs a crosshair, more snappy controls, and automatic reload as you run out of bullets since the game is really fast pace like Doom. Other than that good job in releasing this hell of a game in a week!

Developer (1 edit)

Thank you!

Submitted(+1)

Really interesting game, it gives a frenetic (accentuted by the audio) but smooth feeling while playing.  The grapple mechanic is so fun to play with, and It also impressed me how you can use the rocket launcher to achieve higher heights while jumping, very cool!

I also enjoyed a ton the visuals, kind of a fusion between Doom and Tron, love it!

I would only suggest a crosshair and allow the player to reload with the left mouse button when out of bullets, leaving the R key as someyhing optional.

Congratulations on the amazing job, hope you do great!

Developer(+1)

thanks!

Submitted(+1)

Damn, this game is cathartic. So satisfying to grapple into that burning building at the beginning of the first level. It took a while to get used to the mechanics since I haven’t played this style of game lot, but once I got some of the bunny hopping down it was a blast. Awesome game, thanks for sharing.

Submitted

I really didn't like this one.  The movement feels so clunky and awkward.  The visuals look like colorful puke.   The physics work against the player so much, I couldn't get past the grappling hook tutorial.  It's even worse as I can't even make the first jump in The Rift.  The music doesn't loop, so it just stops, and the theme of "Holes" is kind of non-existent.  I don't want to be mean-spirited, but a lot of Demise felt very broken.  Sorry.

Developer

Hey man, even if you couldn't even get over the easiest jump in the game (do the ledge climb when you hit the rim of the jump) that literally nobody else has a problem with and blamed it on it being broken, then rated it after not having played anything but the tutorial, you still pushed me over the threshold for judging so thanks chief! All that matters <3

Submitted

Okay Winnitude , so I've replayed Demise and even had a couple friends play it with me so that I could get some second opinions, so here's my second review. First the looks; The visual fidelity of the models look pretty good. What me and friends don't like is your overuse of color within your levels. For example, the tutorial is slathered in purple neon and dark shadows that make platforms harder to see, meanwhile TheRift and Hell are burned with reds. This heavy use of a single color isn't visually appealing, and make the game look too saturated.

Next the movements: The movement feels rigid and clunky, and definitely takes a lot of time to really get a handle on. Momentum isn't reliable, especially the when utilizing the grappling hook. My friends really thought the grappling hook was counter-intuitive to what you were going for. This most recent playthrough I did notice that I can hold shift when grappling for a boost, which I didn't see before, so I apologize for that. Still, knowing that was there, it still took an arm and a leg to get past that section. The movement definitely needs to be more intuitive.

Finally the levels themselves; I was able to get farther in TheRift than before, even getting to the end of the level. Unfortunately the monsters kill very easily, and shooting them didn't give me much visual feedback to where I didn't know if I was actually hitting them. Hell is more straightforward by comparison, although the monsters seem less likely to kill you, which I found weird. Once you get to the bridge, you just get thrown around and it becomes a nightmare to play.

Overall I hope this is a better review, and I hope it helps you make the game better. My friends say Demise really needs a crosshair.

Developer

Yeah, thanks - I can work with this to improve it. The tutorial is going to be completely redone in a different style - it was a callback/reference to a prior game of mine but it's as ugly now as it was a year ago. I'll make sure to update the color pallet.

I think the problem with the crosshair lies in the untended effect that a lack of reticle has on the grappling hook. I'll be rectifying this with an auto aim/edge detection system for it, and I'll be adding a small aiming icon for the weapons as well. 

The movement mechanics are nearly identical to that of Source games like Portal, which is why it's interesting to hear that it's clunky. It's definitely too rigid, and the friction is far too high - I'll drop the acceleration and deceleration on the ground movement to make it feel more smooth and reliable, and to help conserve momentum without bunnyhopping constantly.

Thanks for the input on the level design for TheRift - I have a friend who is good with level design, and I'll have him take a look at things when I get to developing the post-Jam patch. I've never been a good level designer, and it shows. However, the strategy for TheRift is rather simple - you can use the hook and the automated bunnyhopping to not stop moving, and the enemies can't leap to your location if you're in the air, nor can they do much damage in general to a moving target.

Hell, being more open, the enemies have a harder time - although the bridge is difficult, take your time and back up to cover in the hills occasionally and it's a breeze.

Thank you for the criticism this time around, you've really given me something to work with and I can improve upon the game with all of this!

Deleted 4 years ago
Submitted(+1)

With some UI improvements (better indication of controls/pause button, crosshair, better placement), this could turn out to be a great fast-paced linear FPS. My kinda game! Grappling hooks make everything better. Great job!

Developer

Thank you so much! Yeah, the patch I'll be sending out after the jam will have auto aiming/edge detection for the grapple if it might miss, a revamped tutorial zone and definitely UI improvements. I'll be putting up a post on the page tonight if you want to know the full details of the patch

Submitted(+1)

I feel like having no crosshair makes aiming quite hard- especially when the grapling hook and dark areas are concerned. - for instance, gauntletTutorial was too dark I think, and it made navigation really hard.

But maybe no crosshair was part of the design goal, I dunno ¯\_(ツ)_/¯

It was a cool and fun game anyway, when I wasn't getting obliterated xD
Keep up the good work!

Developer(+1)

Yeah, no crosshair was weapons was part of the design - headshots are really powerful (and if it weren't for a single line of code I forgot to uncomment in a single cpp file), they should have been the only way to dismember heads, so I wanted people to really master the gameplay to get it reliably. The grappling hook got caught in the crossfire unfortunately - the patch after the jam will include edge detection auto-aim for the hook as long as you're looking relatively close to a surface.

Submitted(+1)

Nice one Alex! Feels a lot like doom. Needs a pause button though imo. Otherwise, good work getting this submitted.

Developer(+1)

There's a pause button, I just forgot to put it in the tutorial :P

It's P to pause

Submitted(+1)

Really nice graphics, I also like the enemies and the explosion effects, the shotgun was challenging because I couldn't see where my projectiles hit and it often felt like I was missing my target, also trying to grapple something while moving in-air is a bit challenging because of how long the grapple takes to get to where you shoot it, I think you could solve that easily just by increasing the speed the grapple hook travels at, all in all great job, a project worth finishing :)

Developer (1 edit)

Thanks! A dirty little secret about the grappling hook is that it hits the moment you hit E and the rope itself is just a particle effect - take a look at the indicator for the amount of grapples you have on your HUD when you press it :)

Submitted(+1)

Oooh that makes sense, I didn't realize that, I did notice that the counter for the amount of grapples goes down but I thought it just goes down soon as you shoot the grapple, not when it hits, thanks for letting me know!

Developer

Yeah - when the game knows you're about to miss it doesn't take one from you because it can be really hard to recover.

Submitted

Good music and graphics, the slingshot was a bit hit or miss for me. Great movement, reminds me of doom and cool concept! Keep it up! :)

Developer (1 edit) (+1)

Thanks! I've gotten that a lot from players - will definitely be patching the hook with some kind of edge detection/auto-aim, less floating, and a more linear slingshot control!

Submitted(+1)

You got lot done, impressive. 

Submitted(+1)

You got lot done, impressive. 

Submitted(+1)

Nice game man! keep it up!

Submitted(+1)

Good Graphics and a lot of fun, keep going :D

Submitted(+1)

the graphics are awsome

i like doom like games but this was mor than that

great job

PS: glad you finished in time.

Developer

Thanks! Your game was cool too :D

Submitted(+1)

Wow nice graphics and challenging fights. Needs some tweaking and hit feedback but I had fun with with your game. Keep working on it.

Developer(+2)

Thanks! I definitely plan on doing a patch after the jam is over to implement some of the cut content (namely zombies and arena, that are 90% there but buggy),  I'll definitely add some hitmarkers/hit sounds/animations!

Submitted(+1)

This is like a nice mix of doom and apex. Some jankyness here and there, but nice result in a week.

Developer

Fair enough!

Submitted(+1)

The mechanics and movement can be smoother but otherwise had a lot of fun playing it. Nice graphics also. Good job!

Developer

Thanks!

Submitted(+1)

The game has a lot of potential, but the mechanics are a little rough, and makes it harder to play. But for a game jam game, not too bad.

Developer

Thank you, man

Submitted(+1)

Great game, but I think it is kinda hard to play without a crosshair. Liked it <3

If you would like to try my game, here is the link.

(+1)

Dope game, has super good movement, and awesome shooting, the speed running potential is endless

Viewing comments 20 to 1 of 26 · Previous page · First page