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A jam submission

The JunkyardView game page

A metroidvania FPS
Submitted by DonPasquale — 2 hours, 53 minutes before the deadline
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The Junkyard's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#63.5003.500
Design#163.2503.250
Metroidvania#163.2503.250
Overall#173.2293.229
Presentation#292.9172.917

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Myself

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Comments

Submitted

Game seems pretty cool but I have no idea how anyone played it with the mouse sensitivity so high. 

Developer

Thanks! There is actually a mouse slider in the main menu. Which is sadly bugged. The same goes for the Audio slider. Both show the lowest value when you start it up for the first time, even though it's set to the highest value.

Submitted

So how do you lower it? Move it a bit then move it back to the lowest? 

Developer

Yes :)

Submitted

This can actually turn into a really fun project with a bit more polish! My only two major complaints is how the mouse sensitivity is way too high even at the lowest setting, and the textures are not very distinguishable around holes in the walls. Those two issues combined make it very easy to get turned around and miss entrances.

Developer

Thanks a lot! The mouse slider is actually bugged. The same goes for the Audio slider btw. Just use them once and they work properly.

Submitted

Shooter mechanics is fun. Textures are repetitive, it's hard to determine your place in the world by observing environment. The walk through is pretty linear.

Super secured junkyard, need to say:)

Developer

Thanks for the feedback! Those were actually the first 3D levels I ever designed, so I am glad for any tips. I will definitely improve them in the future.

Submitted (3 edits)

So, there’s something here, but I think the enemies need more feedback (even a flashing red would help). Granted, I’d love to see the main weapon involve me being able to spam shots really fast, but that’s definitely more of a Metroid Prime thing than a doom thing.

I also think that the enemies are a bit on the tanky side. Having to land 5-6 shots on a moving enemy with a gun that fires slow projectiles felt a bit tedious

Oh, and the textures seemed a bit on on the noisy side, which made it hard to follow the 3D shape of some of the tighter passages?

Still, cool project, and I look forward to seeing where it goes!

(Also, the arms out in front of you before you pick up a gun I though were helmet spikes at first, heh)

Developer

Thank you for playing and leaving such constructive feedback. I hope my level design skills will improve in the future and I really want to revisit the enemies. The reasoning behind the tanky enemies was basically to provide more of a challenge since I struggled to find challenging positions for the enemies. 

I also don't have a huge enemy variety. Which makes fun combat encounters even more difficult.

Submitted (1 edit)

A few thoughts come to mind re enemy challenge without having to make them tanky:

Adding minimal assets

  • Have the drone enemy dash between a set of checkpoints, and only fire from a checkpoint (maybe use a particle effect to indicate a dash jet/rocket?). Makes it harder for the player to hit them.

  • Give turrets a windup sound and period, Then place them tucked behind door corners, like Symmetra tends to place her turrets in Overwatch. That’ll catch players off guard, but give them a chance to react

More effort, needing more assets

  • Have a drone variant the flies at a high altitude and drops bombs. Use it to harras players in rooms that have a lot of turrets (after having introduced them)

  • Add some enemies that don’t shoot, but move quickly and get intnehnway Metroid Prime has bats that fly circuits that get in the way of some platforming you need to do, but don’t attack you directly, for example.

  • Add enemies that do suicide attacks.

Misc

I also think giving the player shots a faster travel time (and a quicker reload time, I think) would help make the increased movement and angles more, though that takes it away from Doom and moves it towards Metroid Prime some.

Aiming and movement are parts of the challenge of an FPS as well, and are more interesting to interact with than just shooting something 5 times.

Granted, these are ideas in retrospect, and I don’t know what sort of time you’d have had to implement them during the jam, heh. Like I said before, getting 3D done during the jam at all is impressive.

Developer

That is nice input to think about! I will definitely incorporate some of this into the game.

The laser pistol was supposed to be weak and a little bit clunky, since I already added another weapon. You can try it out in arena mode. Just switch the weapons.

I wanted to give the player the typical doom/quake weaponry like pistol, rifle, shotgun and rocket launcher. And also tie this to certain gating mechanisms like shielded doors which require different weapons to open up, but I haven't found the time to implement that. So I just added the pistol to the campaign.

Submitted

This is super fun! The way you implemented your jump and dash mechanics felt very satisfying to me and I loved the ledge climb.

I felt like the combat was just right but I tend to prefer difficult games. I think this could be a great start to an amazing game if you decided to continue the project. I was really hoping to see a boss fight around the time I finished the demo.

Well done!

Developer(+1)

Thanks for the nice feedback. 

I really tried to make the movement feel good. That took a lot of time, which left very little for enemies and level design. In the end I simply didn't have enough time to add a boss fight.

Submitted

Really cool that you made a 3D Metroidvania. I like the mechanics but the textures are sometimes confusing which makes difficult to find the way. Anyway good job!

Developer

Thank you for your kind words! I am not really happy with the textures myself. But I simply can't do better. I will definitely continue working on this and improve the textures in the future.

Submitted

Yooo this is sick!! Very cool! Very much nailed the retro vibe with the music and graphics, everything.

Mouse sensitivity was INSANELY high at first, I managed to get it down to something reasonable but it was a bit of back and forth between the main menu. I would just add the slider to the pause menu without backing out of the game since it's easier to test. That's a small thing though.

Otherwise the controls felt smooth! I really liked the way you climb ledges, nice touch. Although there were some platforms it looked like you could climb but couldn't? Some of the rebar was angled weird... I spent a good while in a pit with a few pieces of rebar trying to make it out but I don't think it was possible.

Sometimes the map was hard to see, in the opening I spent like 5 minutes trying to climb the pipes in the first room before realizing there was a hallway to walk down lol, it just blended in. Everything also looked kinda samey, it was very easy to lose all sense of direction. I walked into a room and couldn't tell if it was the room I started from or not because it looked pretty similar, although I think it had a platform that wasn't in the starting room and I was gaslighting myself lolol.

I think the enemies could use some feedback, when I started shooting them I couldn't tell if I was actually hitting them and they had so much health I wasn't sure if they could even be damaged until I blew one up. The grunt the main character makes is really funny though lol, def contributes to the retro mood I think you were going for.

The game isn't very forgiving, none of the enemies drop health and I couldn't find any way to heal or recover shield or anything, it's a bit discouraging. After a point I gave up on fighting entirely and just ran everywhere. I feel like maybe the shield should regenerate over time or maybe there should be more save points if there are no health drops... Doom isn't usually my kind of game though so maybe I'm just bad 😅

In the end I only got the double jump and gun, but I hope you keep working on this!

Developer

Thanks for the very detailed feedback! 

As I mentioned previously in other replies I will definitely continue working on this and improve the level design, which includes textures, enemies placement, room layout and lot more.

I simply didn't find the time to implement health pickups. But you can basically just run past all encounters and won't get many hits, if you want to finish it. You can also use the arena mode to play around. 

Submitted

Unfortunately in the web build the mouse aiming seems to be broken (either way to sensitive or not sensitive enough, and kind of erratic, and I think the cursor might not be locked to the window?), I worry that this has discouraged people from playing it, because in the .exe it works perfectly fine!

And the game is actually really good, I had a blast! The movement feels good, the visuals and music are really nice (I love this specific style of retro fps), and it did metroidvania progression well with two movement upgrades, gun, etc.

There are not a lot of levels, and it feels more like a demo, I suspect that was due to time constraints, but the foundation is really good!

Developer(+1)

Thanks for playing and your feedback!

Yeah the mouse slider is actually bugged. But it should be adjustable with a little bit of back and forth. The mouse will also be locked as soon as you click into the game.

And you are absolutely right. My time ran out which explains the lack of content.

Submitted

Oh god, this is so nostalgic for me. I never played Doom Eternal, just the original two, but it really does looks an feels like a Doom and Metroid Prime mix. Even though you didn't get to complete it, what you have is a very promising prototype. I would love to see this worked on more after the jam. Also, the music had this very '80's sound which made it even better. Seriously, great work!

Developer

I am glad you liked it :) I actually had so much fun doing games again, that I will most likely continue working on this!