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A jam submission

OUT OF ORDER - Episode 1 SharewareView game page

Retro FPS throwback to Duke Nukem and Strife
Submitted by Enygmatic
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OUT OF ORDER - Episode 1 Shareware's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#14.5004.500
Overall Good#13.7503.750
Overall Bad#14.2504.250
Overall#13.9583.958
Sound#23.5003.500
Modifier#24.2504.250
Gameplay#43.5003.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have implemented the modifier, how have you done so?
This game is a poor throwback to Duke Nukem and Strife

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Comments

Host

Stylistically, this is one of the best games in the jam. The intro cutscene sets the tone perfectly, and I think it really fits the retro style of the game. The enemies and sound effects are really good, and really helps to create the impression of an early doom mod. 

Unfortunately, I played the game 5 times, and could never complete the boss with the chaingun. This was mainly due to a bug, which prevented guns from firing. For example my shotgun suddenly stopped working halfway through my third playthrough, meaning that by the time I had reached the final boss, I did not have enough ammo to defeat him between my other two guns. I had a similar issue with my pistol in some playthroughs, and also had an issue with the chaingun which meant that when you switched away from it, and back again, it would sometimes lose all it's ammo. Because of this, all of my playthroughs ended at that point (The restart button didn't seem to work either so I had to close and restart the game each time).

That said, with a patch to fix these bugs, this could be a really strong contender. I really enjoyed playing this game, and you should be proud of what you did. The style and theming carries this game a long way, and you should be proud that you (almost) finished the game on time. A big well done!

Developer

Sorry to hear you couldn't finish it man, that bug I only figured out after the jam, I certainly never intended to make the "game" unbeatable. I'll try to put out a patch (if that's allowed for the jam) if I get time, my new job I started has a 9/80 schedule so my evenings have been thin on time. 

I haven't encountered the chaingun ammo disappearing or issues with the restart button before so I'll look into those as well, if you have any more details on those two it would be much appreciated.

In any case I'm happy you and everyone else so far has loved the intro as much as I have, thanks man!

Deleted 2 years ago
Developer

Thanks man, I'm glad you liked it!

Man I didn't think that much ammo was needed to beat the druglord now that I fixed the weapon switching bug, I guess I still need to refine my balancing skills (though for this jam quality wasn't much of a goal anyways).

It's funny you mention leaving everyone unharmed though, I originally had it set up that you pick up the pistol in the level itself instead of on spawn with a plan to give a secret ending if the player didn't kill anyone. But sadly much like any secret rooms or easter eggs I had planned got cut due to losing a day, though I have already started putting them in episode 2.

Deleted 2 years ago
Host

Should say that the new patched has fixed the issue, and it works absolutely fine now. Great ending, very well done!

Developer

Good, I'm glad you made it to the end this time man, thanks!

Submitted

It was good! The intro was great, and the game itself fun as a Duke Nukem 3D-like jam entry.

I liked the enemy sprites, and the red girl's animation is hilarious.

The footstep and pickup sounds seemed really familiar, were they from anything in particular?

I had an issue on 2560x1440 (fullscreen) where the pickup dialogue completely blocked my UI.

It was possible to get out of bounds and fall into the void in one spot, but I think you might be aware of that. (If not, it's in the left corner after you drop out of the shotgun building)

Minor issues though, overall I had fun with the game!

Well done! Oh, and special shout outs to "CRATE"!

Developer (1 edit)

Hey man glad you liked it

 The footsteps are the default footsteps sounds from unity, the pickup sound I had from an asset package that I still havent been able to retrace (I seriously need to refine the credits when I make episode 2).

As for the screen UI size issue I'm still learning how to scale UI properly in general, for this jam it just fit the theme to not bother with it, but thanks for the heads up!

Also there are 3 places I found where you can fall through the world counting the shotgun building. And another fun fact, if you pickup/switch weapons on a certain frame, it can actually be impossible to fire that weapon you switched from.

Submitted

Yeah, I did! I loved the super low framerate intro especially, that was really reminiscent of old games.

Oh, maybe that's why I know it! The pickup sound made me think of Jedi Knight, but I don't think it's the same sound.

No problem, I could see my UI when I restarted the game with windowed mode on a smaller resolution after falling into the void.

That sounds like a pretty harsh bug (for actually being able to complete the game, in SBIG terms it's pretty fine). I'm glad I didn't encounter it!

Submitted

A late entry but a good one. This was one of my favourites in the jam.

The awkward HUD, low-rent textures, and ugly models made into poorly cut-out sprites are definitely so bad they're good. The big-boxes-hooked-together level design, too. The intro cutscene really seals the deal; it's just amazing. It's incredibly cheesy but it does a great job of setting the stage and the tone of the game right off the bat.

The movement is awkward, the enemy AI is buggy, and the weapons are quirky. None of that is really a bad thing for this jam; it was pretty common back in the day and I can live with it. But I really wish I could tell when I was actually hitting enemies. Visible bullets, hit puffs, or a pain animation would have helped here. It seems like a petty nitpick, but this is really what brings the gameplay down from "janky but decent" to "functional".

Duke Nukem and Strife? I can see it, and maybe some HacX too. To me it feels more like some of the indie shareware and freeware titles of the early 2000s than a true mid-90s commercial game, but whatever, it's still retro and cool.

I don't know if there ever will be an Episode 2, but if there is, I want to play it.

Developer

Hey man thanks for taking the time to play it and give detailed feedback!

I actually do have the PNG files for hit animations but the code for having the rotating sprites and action animations kept conflicting with each other (hence the reason for no shoot animation being visible, though it exists for one frame). When I get time this weekend I intend to try and fix that.

As for the Duke Nukem/Strife comparison, the big box level design came about because I wanted to submit before Dorian hit. Vents, elevators and stairs got left on the cutting room floor, along with the rocket launcher and melee attack. The stealth mode was also designed to mimic the half-baked stealth of Strife, and a dialogue tree system got cut out.

I do have atleast 3 other "Episodes" planned out (and some enemies even modeled and animated) so I want to get those out, if only to keep my coding skills sharp while I work a devops job. So keep an eye out and you might be happily surprised :)

Submitted

I feel you. Running into technical issues and having a feature Refuse To Work really sucks, especially when the clock is ticking. I can't imagine what it was like with a literal hurricane bearing down on you, though!