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Raid 3iD's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Controls | #25 | 2.472 | 2.643 |
Audio Design | #26 | 1.670 | 1.786 |
Fun | #27 | 2.205 | 2.357 |
Overall | #27 | 2.272 | 2.429 |
Era "Feel" | #27 | 1.938 | 2.071 |
Graphical Presentation | #27 | 2.272 | 2.429 |
Overall | #27 | 2.138 | 2.286 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I love the mechanics of the graphics getting reduced to show how damaged you are, really clever, though at 1 vitality the game was really difficult to see so I wish it didn't get reduced so low, or if it did it slowly regened back over time instead of using a regen pack
I'm glad you liked my idea with screen pixelation. You can use it in some of your future projects and customize it as you wish :)
Definitely wished there was strafing, I know that not all retro FPSes had that so maybe it's more authentic but its very hard to play one without it now. The graphics are a little plain and I wasn't sure where to go, but good effort making a 3D game for this jam
Nick, you can press Q and E in the game, spin the mouse wheel or try the R and L buttons on your gamepad.
I ran out of ammo and for some reason was never given the menu to buy it beyond that point, so I wasn't able to finish the game, but I had fun!
I found the graphics and engine to be *more or less* within the bounds of the contest, like a higher resolution Wolfenstein. I think I prefer the way it looks after the player takes 1 hp of damage and becomes slightly pixelated.
You have the beginnings of some good sound design, with effects pitched a fifth apart so they will fit in the same key. I think to complete the effect here, you need a song in that key too, with either SC-55 MIDI music or OPL.
Thank you for your feedback!
The terminal loses connection sometimes, you can come back later.
Tell you a secret - one song in this key is hidden in the game. But since I have zero experience in writing music, I can't offer anything yet. I am happy with my generation of shot noises like combat ambient.
Pretty solid attempt at recreating that early 90s style of PC FPS. It's always nice to see people go down the 3D route, especially in a jam like this where most people go 2D (myself included!)- I think it helps to make your game stand out a little more. I have to say that I think the game starts out a little on the difficult side, and I would love if A/D strafed instead of turning, because I feel I could fight the enemies more easily without getting hit back. Nice work overall :)
Thank you for playing and cool feedback!
I think the graphics and light scheme are too atual for an "era "feel"", but the game scheme and mechanics realy remember old fps game like Doom or Wolfenstein.
It's take some time to understand what we need to do at the beggining, but after it, the game works good.
I realy see some potential here and think it's not easy to make an fps with a little short time and, ofcourse, make an graphic downgrade to make it "look like an old game".
Furthermore, i think you make an very unique system you can use for an future job.
Congrats for the job, your game is unique, of course you think outside of the box and try to inovate in this jam.
I realy enjoy it. S2.
I am not sure what era or game this is trying to represent, but the Doom- or Quake-like controls work well enough for me. I wasn't able to get very far as even the green room which I take to be the easiest path was a bit tough. The pixelated effect is really cool, but at 2-3 vitality the corridor all blends together. I'd like to see going through all four rooms and upgrading each time to see how it plays out.
Thank you for your feedback!
The green room will become very simple after some leveling up of the hero :)
Hey Looking Prism Team, I just tried this game, sorry to ask, but, was it submited to the correct Game Jam? I feel it doesn't comply with the Retrograde expectations.
I think a game boy/nes wouldn't run a game like this. As an FPS, I found the controls very confusing, the A and D buttons make you look right and left, you don't have the option to strafe, and the mouse is locked up on Y axis, making it have the same effect as A and D.
Another aspect: I can't understand what this game is for, I couldn't understand the objectives or what I'm doing. I'll not comment about audio and music because there's pratically nothing to listen here.
I think this is a good start for an FPS game, and I hope you continue to work hard on this proejct and present it on a Jam that's expecting it.
Hey joaoppar, I played PC via MS-DOS in the nineties. It was a real game console for me as a child. Since in the rules of the contests, the date is indicated - 1991. I liked the idea to create a game that could be released this year. I tried to make the 3D graphics and controls authentic and kind of experimental.
The project has a progression and ending, if people did not like the game design, then this is my mistake.
Nevertheless, thanks for looking at my project.
Mouse behavior and strafing in this game are actually 100% consistent with vanilla Doom / Wolf3D, which I believe was the authors' intention here. PC games of the era often used tank controls, with strafing either unavailable or placed on separate keys/modifiers.