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A jam submission

ThesmotheteView game page

Fast-paced shooting and SSH action
Submitted by Enygmatic
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Play opus

Thesmothete's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#14.3334.333
Overall#23.7783.778
Overall Bad#33.8333.833
Graphics#63.9173.917
Overall Good#73.5003.500
Sound#83.8333.833
Modifier#183.2503.250

Ranked from 12 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?
You have to "SSH" to reach the hacker known as "The Tortoise" to avoid detection

Any additional information for voters?
Some visuals might be hard on the eyes. The save system is probably broken, and rebinding keys doesn't allow to swap existing keys. So you'll have to assign a separate dummy key, and then the desired key binding.

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Comments

Submitted(+1)

This game is fantastic. The movement feels very nice , there's many weapons, the story is wild and soundtrack is great. You've managed to find time to put settings into a game for game jam which is a great achievement on its own. The only thing that I wish this game had is ability to change weapons using scrollwheel. Not sure if many fps have this I don't play a lot of them but going through inventory with a scroll wheel just feels natural to me. Overall this game is fantastic, great job mate!

Developer

Thanks for playing man!

Glad to hear you enjoyed it, yeah I put a lot of work into the movement and making the weapons all feel unique. The story I tried to keep thin and weird, like Quake-meets-Cruelty Squad.

I always try to put some basic settings in my games, and I've done it enough times that its usually pretty quick to do. The volume settings especially I love having in games because sometimes its just too loud, or the mixing with the music and effects is poor.

Ah there is a practical reason for the scrollwheel not being used! For some reason the scrollwheel on my mouse is on the fritz so if you try to scroll up it will do nothing for the first scroll or two,  then scroll up a couple times, then scroll back down every few scrolls. Since this prevented me from testing the scroll wheel usage I decided to simply excise it for this game. It's why to make up for it I added the ability to quick swap to your previous weapon and made the weapon wheel slow down time when its open, giving the player time to choose properly. But scrolling to select weapons is a pretty common control, in fact it was in all my other shooters, so I'll probably patch it in once I get a new mouse.

Thanks again for playing, and the feedback!

Submitted(+1)

I am really glad that I decided to go into this game blind, because damn that was wild.

One minor nitpick is that, in the particularly tall room (forgor which level number it was, but the level with multiple waves of enemies that are meant to be fought on the way up), it was possible to somewhat cheese through part of it (being able to shoot and kill some of the higher-up enemies effectively for free, before they got activated), so it might be worth considering some form of anti-cheese for that (maybe making the player feel bad about cheesing it, perhaps dealing some damage to their self-esteem because of their somewhat dishonest approach to the situation?), but basically that鈥檚 the only nitpick I have.

Congrats!

Developer(+1)

Thanks for playing!

I'm glad it didn't disappoint, I was shooting for a really wild game and was worried it might miss the mark lol!

Yeah I know about that possible exploit, I did initially have the enemies be disabled at the start but for some reason that really messed with their ability to detect the player and attack them at the proper time. This resulted in the player being able to just stand on the platforms and shoot at the enemies to their hearts content, which was an even worse bug I think because it made the combat woefully boring. I will have to address it, but that'll likely be after the jam.

Your suggestion isn't a bad one, but it would also require a significant change in how damaging enemies is handled. Because currently those frozen enemies just have the same boolean value checked as enemies who are plunged or staggered.

The fact that's your only major complaint is a great sign though so I'm happy you enjoyed it! In fact your feedback on Stalewater's combat is part of what lead to this game being so intense 馃槀.

Thanks again for playing and mentioning the nitpick!

Submitted(+1)

Because currently those frozen enemies just have the same boolean value checked as enemies who are plunged or staggered.

just add another boolean xddddddddd /s

Anywho, about that point regarding Stalewater: the pretty fricking great combat in this game honestly made me completely forget about the somewhat meh combat of Stalewater, at least until you reminded me about it in that reply of yours. Whether or not that is a good thing or a bad thing is up to interpretation.

(but I did appreciate all 4 of the One Button-shaped references to Stalewater at the end of the game regardless)

Host(+1)

Wow! This is some real surrealist art! We've had some interesting games in the past, but this definitely takes the absurd to an absurd level!

Despite this, it also has some of the most grounded and well polished gunplay I've seen in a SBIGJam. All weapons (besides the plunger lol) felt very satisfying to use, and the double jumping, climbing of ledges etc, just made it feel super fluid and forgiving. The one big issue I had was mouse sensitivity. Even after turning sensitivity up to 100% in windows, I still felt about half the speed I would be comfortable with. Still, I managed to perserve and eventually win the game!

The story, enemies, and well, interludes between levels were creative, and definitely SBIG! Also a great application of the modifier!

The difficulty curve is good (I never died bc I'm a pro 馃槑) And the levels mixed things up enough to the point where I was just vibin' throughout. It was *fun* throughout. Never frustrating or boring, which is super tricky to get right!

So yeah you did it again (and also late again but we'll forgive you 馃槄) This is a perfectly well-rounded SBIGJam classic!

Developer

Thanks for playing!

Yeah I was really trying to go for weird this time around, more than I usually do anyways.

The combat was the major focus, I would say about 80% of development time was focused on the weapons, movement, and enemies. The combat was always noted as being lacking in my past games, so I attempted to go for the jugular. I think it partially worked but it didn't entirely land I admit.

Mouse sensitivity is a complaint I had with one of my other games too, I'm gonna have to check if I have like sensitivity turned up super high or something on my machine because it seems to work fine for me. In any case yeah a mouse sensitivity slider would be a good addition eventually.

I'm really happy how the enemies and cutscenes turned out, I was worried I'd end up accidentally making them boring but they turned out weird enough luckily. As for the modifier I made sure to shove it in your face this time instead of leaving it for the end like Stalewater. Glad to hear it worked lol.

As I mentioned in other conversations and comments I'm still not fully happy with the levels but I think they're a definite improvement on my last couple entries. The difficulty I was mostly happy with, even for those who aren't all that great at it are able to scrape through and at least a non-boring time (as we both well know now lol). I'm hoping to try making another level that really shows off what can be done with the setup.

Yeah next year I'm hoping to be more on-time 馃槄, the last all-nighter I pulled wasn't very fun. But unlike Ja Wizardman I think it really paid off this time.

Thanks again for playing!

Submitted(+1)

It's like a playable fever dream. The skeleton walk cycle is my favorite, for no other reason than how absurd it is. Beauty in motion. Great job! 

Developer

Thanks for playing!

Yeah making the animations was a real treat for this game, I only wish I had time to make even more!

Submitted(+1)

cool , is better than my

Developer

Thanks for playing!

I'll be sure to try out your game to see if thats true or not lol.

(+1)

This is a awsome FPS. Reminds me of a surreal MSDOS Postal 2 game! 


You got a great game setup so-far. I would love to see the game expanded!

Developer

Thanks for playing man! I was aiming for surreal so thats good it came across.

I would love to try making another level or two for this game, see if I can show off what the setup is capable of.

Submitted(+1)

What. The.

That certainly was a game.

Developer(+1)

I鈥檒l take that as a compliment, thanks for playing!

Submitted(+1)

That was bizarre. Seriously, that cannot be understated. Out of Order, Stalewater, and even Ja Wizardman I understood for the most part, but this one was out of this world in a way that's difficult to describe. For this jam, though, I think that was a good choice.

The intro with text-to-speech was great. The cutscenes were random and bizarre and I still have no idea what the hell any of it means. The modifier is clumsily bodged in, but done in a way that feels like it's mocking games that clumsily bodge in a modifier. I won't spoil the boss fight, but the plural singular was hilarious.

I do feel the boss fight was a bit underwhelming given how intense the rest of the game was, but maybe that was intentional.

This game has a lot of janky mechanics. Jumping, double jumping, air dashing, vaulting, and of course shooting, plus enemies with probably complex but definitely buggy AI. I think if the goal was to deliver a game with better gameplay, it would have been better to have fewer mechanics more solidly implemented. On the other hand, for SBIG Jam it's perfect. The game is sometimes clunky but rarely frustrating and always hilarious.

Having kills restore your health like the new DOOM was a solid choice.

I did notice the tilting. Not something I generally like in games, but it works for a so bad it's good game.

The ingame tutorial was surprisingly well implemented.

The weapons are hilarious, but I do wish they were a bit more effective. The revolver is basic but okay. I'm not sure what the point of the plunger weapon is, it seems to do less damage than the revolver. Maybe it does something to the AI? The minigun is insanely inaccurate, like worse than the Halo 1 AR inaccurate. The grenades don't seem to explode consistently which makes the grenade launcher difficult to use. None of this is deal-breaking, though, and I think the sheer absurdity of the weapons makes up for a lot of their practical flaws.

I think the only real flaw with this game is that some sections are extremely stingy on ammo and I almost ran out. Because there's no melee- that seems like a weird omission given how many other things this game has- and no infinite ammo weapons, and you need to kill enemies to advance, it's possible to soft-lock yourself (unless there's some other thing I'm missing).

I didn't really notice until after I'd finished the game, but the level design is quite simplistic. There are some jumping puzzles which are welcome to break things up, but the levels are basically linear sequences of go from a to be, shoot some things, open door, repeat. I think if the game was longer, the monotony would be felt more, but in a game this short and silly, it's not a problem.

Is this the best Enygmatic title yet? I'm not sure. But it's certainly the strangest. And I still have no idea what a Thesmothete is.

Developer (2 edits)

Thanks for playing!

Well, I was shooting for bizarre so I'll take that as a compliment.

With the intro I wanted it to be fast and to the point, in Stalewater and Ja Wizardman the opening cutscenes got way too damn long. The in-game cutscenes were heavily inspired by Pathologic 2 with just how weird and theatrical they are, and judging by your confusion it works quite well. Honestly with the modifier I thought of twisting it in a dumb way as soon as I saw the spelling. The pun was too obvious lol. (And yes the plural singular was an in-joke for SBIG)

The boss fight was intentional, early in the jam I thought of making it more involved but having the fall back plan of what it currently is. For reference, I played through all of Quake just before the jam started, so that's kinda where it came from.

My goal was to make the combat feel more engaging, since the one major sticking point of Stalewater was the combat (lack of save system was an issue, but it was an issue because of the combat). So I decided to sorta ape the style of other games I thought had fun but also wacky or janky combat. So its a mix of Quake, Doom (2016 & Eternal), Necromunda: Hired Gun, EYE: Divine Cybermancy and Cruelty Squad. You're right it would have perhaps been more focused if I cut some things down, but honestly I had so much fun making and using all those mechanics that I don't think I could not use them. The levels were also supposed to be much more involved than they are, so the extra movement was going to be necessary.

Did you encounter any specific or general frustrations with the movement/shooting? Or was it just kinda generally meh?

As you say the AI is still janky as fuck, though I think I was  partially successful in making enemies distinct in their abilities. In your opinion were they as bad as Out Of Order/Ja Wizardman and do you think it was a step back from Stalewater?

I was originally planning to add glory kills, but that quickly moved to out of scope. So I settled for making kills not only restore self-esteem, but also temporarily boost it beyond max. I based it off how health or "ego" worked in the leaked  2001 Duke Nukem Forever build. I like it because it not only encourages violence, but it also makes the intense combat manageable, and it means I had to do less work balancing where health pickups are placed!

I made the tilt a bit exaggerated compared to Quake because I thought it was kinda funny, and personally I thought it added a bit more feeling into the movement. Admittedly I probably should've added a slider or toggle for it though.

I'm glad to hear the tutorial worked, I admit I was partially worried that players would either find it annoying or too much info at once. That tutorial room is actually supposed to be the main menu, sorta like Quakes level and difficulty selection level. I also got the idea from a FunBaseAlpha stream where one of the guys said that anyone making a platformer should just make their main menu a playable level. I think it worked because it introduces you to all the basic controls, and you get to try it out in a controlled setting.

Regarding the weapons one of my goals was to make the arsenal more varied and stupid than my past games.

  • The revolver is as you said basic, but my thinking was it would be the most accurate weapon the player has, making it useful for shooting buttons and faraway enemies (or fast ones).
  • The Plungebow isn't really a damage dealer, its more of a utility weapon. As it says in its description, if you land a headshot with it, enemies are stunned for several seconds which can allow you some breathing room, more time to shoot, or (my personal strategy) allows you to slam on them. I honestly think it would be OP if I upped its damage or fire rate.
  • The Tenderizer I intentionally made inaccurate partially because I found it funny (like some Cursed Halo mod or something), but also so it wouldn't end up replacing the revolver like the chaingun did in Out Of Order (which admittedly was not helped by those weapons sharing the same ammo). Though yeah, I think maybe next update I'll playtest it with lowered spread.
  • The Boomer was based on a mixture of the grenade launchers from Quake and Strife. My idea was to make it powerful, which frankly I think it was nerfed a bit too much by a change I made to how explosions work, but also bounce around a lot to make it potentially dangerous to the player. As the weapons description says its grenades should explode on impact, but if it hits something thats not damageable (buttons, enemies, the player) then it explodes 3 seconds after impact. When you say grenades exploded inconsistently do you mean it wouldn't explode when it hit enemies?
  • The "other" one I really wish had more time to be used, when I mentioned in discord about spending too much time polishing something, thats what I was referring to.

Ok I think on this point the tutorial didn't work quite as intended, especially since its absent from your list of janky mechanics. You have SLAM ability which can instantly gib weaker enemies if you get a double jump in beforehand, and it has a small area of effect so you don't even have to land exactly on an enemy. This is why I included that blurb near the start of the first actual level, to get the player to try slamming onto an enemy. I attempted to reinforce the idea of slamming with it being required to complete the tutorial, and then to progress through other parts of the game. My intention was that players would use the slam on plunged enemies, or just to get some free damage on an enemy beneath them. I was actually worried that the slam would be too powerful, but I guess the game doesn't really get across how useful it can really be.

Also it should be noted, I have completed large sections of the game using just the slam as a weapon. And well since I know about its use and damage I never had to worry about ammo. But on the next update maybe I'll look into how that can be balanced once I get more feedback.

Yeah the levels are simple, far more simple than I was planning. One of my big goals this time around was actually to improve my level design, but sadly a mix of scope and running over time in crunch mode meant that large chunks of levels had to be left as "good enough". The second level was originally supposed to be about 90% vertical movement, with enemies attacking from platforms above and below. The AI I think could handle it, but I would have needed another couple days to properly model, script, and playtest it. Setting up the proper colliders for ledge grabbing, navmesh links, etc. was time consuming, especially on my first attempt. If I get a chance to make another level sometime I definitely want to add weirder architecture, and more dynamic levels with moving platforms.

Frankly I think that's why the mechanics feel so extra, they were made and playtested with more interesting levels in mind. I remember the Doom Eternal devs saying the game was boring when they implemented the new player mechanics and movement but had the same enemies and levels as Doom 2016. In my mind, thats kind of how I feel about Thesmothete, it has the features it needs to be awesome, but the levels don't allow it to truly show off. I think the levels are better than they were in Out Of Order or Stalewater, but thats a very low bar.

I'm happy the weirdness came through, I was worried in development that some of the oddities would be cut out to meet the deadline. I'm sad it didn't quite seem to break the expectations that Out Of Order and Stalewater set, but I'm happy with how much I learned and was able to do. Thesmothete is a term for lawgivers or legislators in ancient Athens, I figured it worked as a title for someone laying down the law. I only discovered the name when that anagram generator Ned shared spat out "I igor thrash thesmothetes", and that kicked off pretty much everything else.

Thanks again for playing, and the detailed feedback!

Submitted(+1)

I think we already discussed some of this over Discord, but I'll respond here as well.

A short, to the point but still funny intro was definitely a smart choice. I feel that's one major flaw with my own entry this year; it takes a while to get going.

Now that you mention it, I do get the Quake reference with the boss fight. I could never really get into Quake, was always more into Doom and Duke Nukem 3D.

The combat was definitely improved over Stalewater, so in that sense it worked out well.

It wasn't frustrating, but every feature felt a bit janky and kind of the bare minimum implementation. For example, you can grab ledges, but there's no prompt, it's not very smooth, and there's no animation. I wouldn't necessarily expect more than that for a small solo project, and for SBIG Jam it's not really a negative.

If there's one complaint it's that while the movement mechanics were fleshed out, the shooting was a bit more barebones. It definitely works, and didn't need more, but it's kinda weird to have a game with ledge grabbing but no reloading, sights, or alt-fire.

I think the revolver was the most generally useful weapon. The plungebow didn't feel that useful, I'm not sure if I didn't notice enemies being stunned or if there was a glitch. The stun-and-slam technique might be the key here, but I didn't use that and I'll get into that in a bit. The Tenderizer is hilarious and I'm not sure if I'd change it for SBIG Jam, but it is totally useless beyond melee range. The boomer grenades indeed sometimes didn't seem to explode when hitting enemies. I'm not sure if they weren't triggering because of a bug or if the hitbox just didn't match the graphics.

I realized afterward that the weapons had descriptions. I didn't use the weapon wheel at all because the number keys are what I'm used to and they're faster.

I completely forgot about the slam mechanic. I found it awkward and unsatisfying to use the first time, so never tried it again past the tutorial. I did misunderstand it, though: I thought you had to land on top of an enemy from above and only if the hit registered would you get explosive damage.

I can definitely see how the levels were intended to be longer and more complex. Even with the levels it has, the scope of this game looks insane for a week-and-a-half jam, so I'm not surprised they got cut down.

I think the biggest problem with this game, ultimately, is that expectations are going to be even higher next year.

Maybe getting the definition of Thesmothete would be a good reward for making it to the end of the game 馃槄

Submitted(+1)

Masterpiece

Developer

Thanks for playing!