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A jam submission

(Un)DETECTED [Level 1]View game page

Swat flies, fight robots, TEAR DOWN THE DYSTOPIA!
Submitted by Triangle Box Studio, Tofu Sheets Visual — 10 hours, 20 minutes before the deadline
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(Un)DETECTED [Level 1]'s itch.io page

Results

CriteriaRankScore*Raw Score
Sound#24.0064.222
Graphics#113.7954.000
Gameplay#152.9513.111
Overall Good#153.1623.333
Overall#163.1453.315
Overall Bad#252.9513.111
Modifier#272.0032.111

Ranked from 9 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?
There's tortoises walking around, their presence is purposely subtle and purpose unclear, but the graffiti on the wall warns they are always LISTENING which will make sense in further levels in the future.

Any additional information for voters?
It's only Level 1 (a bit rough around the edges but completely playable!) Also -- under the shelf at the Arms Dealers, crouch to access the door underneath. AND though dialogue starts when you enter the arms dealer's building, you can interact with him to get different dialogue (do this AFTER the meeting dialogue ends) There is no way in scripts (that I know of) to make a script stop playing when you interact with another NPC, so always wait for dialogue to end before talking to another one to avoid overlapping!

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Comments

Submitted(+1)

Wow, this was pretty cool! I've been pumped to try out this WAD since I heard you were making one!

For starters, the graphics are a horrific mish mash of styles and quality. By god its perfect for SBIG! The loose leaf weapons that weren't even fully cropped, the MS Paint style NPC's and pickups, and the photoreal tortoise sprite were all excellent additions. Having seen it myself now, it really does resemble Out Of Order 🤣! Which is a high compliment for this jam!

The voice acting as always was phenomenal! Well except for that one guy who wouldn't tell me anything about the keycards, who would ever purposely try to sound like a mix of the guy who reads out chat logs on To Catch A Predator and Xavier Renegade Angel?

The only gripe I have is that fighting enemies can be a bit of a slog. The swatter seemed to work ok against the flies, killed in one hit on the middle difficulty, but shooting them can be a bit difficult. The robots also felt a bit bullet spongey, being able to take quite a lot of hits no matter what weapon was used seemingly. I just used the red crossbow (?) so I could attempt to stunlock them. It wasn't too difficult or overly frustrating, but I think it is something that should be looked at when the other levels are made.

Also as an aside I loved the look of this specific NPC since his stance and proportions reminded me of Coach Z from Homestar Runner, and when I killed one of the bots it gave him an afro!

Also I love how we came up with similar door textures lmao:


(The screenshots look yellow because I set my laptop to lower the amount of blue light at night)

Also there's one wall in that big tent area that I swear to god was a secret but I couldn't figure out how to access it, tried shooting it and interacting, but no dice.

Outside of combat though, I do love the sounds and designs of the enemies. The big robot death sound is hilarious, the flies are fittingly annoying, and the flying robots remind me quite a bit of Strife. Actually having a woman named after a bird guiding you remotely, plus the dialogue with friendly NPCs, plus the crossbow weapon, and the fact this was made with Doom made a lot of the game remind me of Strife. Which is a good thing I think!

The absurdity of the world was also fleshed out pretty well I thought, between the graffiti, the trash everywhere, and the dialogue. I'd love to see more of it when its done!

Great work and please make more!

Developer(+1)

Thank you for playing! Yeah, the weapons are a bit weaker than we wanted, so we'll probably adjust them, flyswatter is perfect though. I did happen to draw the NPCs on MS Paint though, and the "crossbow" is actually, if you look closer, the front piece of the flying robot that has been sauntered onto a metal stick because, since you get it from the first Arms Dealer, he mentions that his weapons are made from salvaged robot parts. The other weapon is those chunky robot arms haha.

Glad you loved the death robot sound, El will love to know that as she had so much fun making dying robot noises wahahaha. Which area were you having trouble with, thinking it was a secret? Also the screenshot with the dead robot, hahahahaha xD

Do look forward to more, we hope to get the final build with the other 3 levels and an improved and more fleshed out Level 1 out before the year is out!

Submitted(+1)

Ooooohh, yeah I heard him mention using the robots weapons against them, but for some reason I just thought they were weapons used by other unseen human enemies lol.

And it was this wall right behind the tents at the far end, just before you platform over the fence with the cake boy.


It looked like it was being prompted to being shot, the texture wasn't quite lined up right, and it was jutting out enough that I was even able to stand on it lol.

Plus it said 0% secrets at the end screen so I assumed I missed it.

I look forward to the next 3 levels!

Developer(+1)

Hahahaha all the grafitti textures jut out by 1 pixel, it was the only way my brother could place them there, sorry they aren't doors =P

Host(+1)

I had soo much fun with this!! Honestly a good Doom WAD is always fun to see, and this was spectacular!

The pathetically weak fly swatter was a hilarious starter weapon, and I did worry I might lose on the first area to some flie 😂 luckily I managed to kill the buggers (higher success rate than killing flies in real life 🤣) and we were off to the races!

Clearly, the characters and worldbuilding stood out here, and  clearly a good amount of focus was put on making some interesting acquaintances to meet along the way! Voice acting was top-notch as always, and it really helped to bring  together a cohesive world!

To be honest, the main issue is that I want more of it! This is definitely one I'll be waiting to try out again if/when more levels are added! Thanks for submitting, and well done!

Developer (1 edit)

Hey, thank you for playing! Yeah, hilariously enough, it takes about two good swats to take these giant flies down, but in reality, dealing with the actual chunky flies that are way smaller in real life can take several whacks before they're dead lol

I am so glad you liked the characters and voice acting, and no worries, we WILL be adding more levels post-jam! The game is meant to be 4 levels, so keep an eye out! We hope to get it out before the year is out ^^

Submitted(+1)

This game is a lot of fun I love the voice acting

Developer

Thank you! So happy you loved the voice acting! ^^

Submitted(+1)

Overall a funny and pretty well made little game. I really liked the voice acting. Well done.

Developer

Thank you! ^^

Submitted(+2)

I was super excited for this one. I've played some of the Tofu Sheets Visual/Triangle Box Studio DOOM mods, but this is the first time you've done something along those lines for SBIG Jam.

Well… it was an interesting first attempt.

I'll start with the good. This game is absolutely hilarious. The setting is absurd and revels in it. I loved the transparent van and hearing it acknowledged in the dialogue. Almost everyone can be talked to and has dialogue that's both good for a laugh and helps flesh out the world.

Voice acting, as always, is an instant plus ten points to production value.

The graphics are strange, with a mix of very different styles, but it's perfect for SBIG Jam. There's line art, realistic and unrealistic textures on a simple 3D environment, MSPaint looking drawings and even what seems to be scanned drawings on lined paper. Some things have shading and some things don't. OpenGL lights are spammed everywhere.

The whole thing, intentionally or otherwise, feels like an homage to Enygmatic's Out Of Order.

As a shooter, though, it's pretty flawed, to be honest, and feels like a baffling step backwards from the DOOM mods you've put out in the past.

The weapons just kind of suck. The long wind-up on the fly swatter makes it absolutely infuriating to use. The style used for the weapon sprites is interesting, but they're very bland to look at and I'm not sure what they're supposed to be. All the weapons have slow projectiles, which is frustrating in a game with so many fast flying enemies. Between the weapon sprites, limited animation, weak sounds, simple projectiles and lack of effectiveness, the weapons just don't feel like they have any power to them.

The enemies are all bullets sponges- even the flies take two hits with the swatter to kill. There's not a lot of feedback when they're hit, either, which adds to the perceived weakness of the weapons. I do like the sprites, and I appreciate that they have rotations, but I wish the time-to-kill was shorter and there was more feedback (audio and visual) when enemies are hit.

Although the weapons are weak and the enemies are bullet sponges, there's a ton of health and ammo around, so the game never really feels tense or challenging.

The level design is a mixed bag. It started off decent, if generic, with those tight, narrow corridors. Having to go through the door in the back of the arms dealer confused me, though it might have been explained in some dialogue I missed (see below). The open courtyard and small jumping puzzle were neat to see. The final street section, while I liked the look of it and the interactivity, feels like it ends abruptly, with two keys in one building, another just one building over and a guy who "doesn't" tell you everything. I do appreciate the variety in the environments, and I hope we see even more of this in the full game.

I'm not sure what the tortoises do. Are they just there for the modifier?

There were some bugs. I ended up playing with GZDoom. The bundled LZDoom launched on the wrong monitor, then crashed immediately. I think the crosshair doesn't quite line up with where projectiles hit, which didn't help when trying to hit flying enemies. Also, talking to the arms dealer before the initial conversation with him finishes causes them to run together.

All in all, it was great to see something completely different from you this year. Although the game as it stands is a mixed bag, there's a lot of potential here and the final finished product could be really good.

Developer(+1)

I agree, the weapons are just too weak. We will be making adjustments in the final product. I also really need to add armor but I ran out of time. As for the mapping, we were really cramming in the end. My sister gave me drafts but I had to cut corners in order to make it on time. In the full game, Level 1 will be fixed, with all the things we had to cut added in, and maybe a few more NPCs to talk to.

Which version of GZDoom were you using? Aside from the packaged LZDoom, I also tested it on GZDoom 4.42 so it should work on that. I'll have to look into testing it on newer versions.

Developer (1 edit)

Thank you, once again, for your very detailed feedback! We shall take some of the things you have said in consideration!

Both my brother and I read this comment together and agree with many points you made. First of all, we practically keeled over in laughter at your description of the weapons, not knowing exactly what a lot of them were supposed to be and how bland they were. Hahahaha, sorry but that sadly will not be fixed as it is part of the janky aesthetic =P   BUT! We will definitely be fixing up those weapons to not be so pathetic. I wanted to have pretty weak weapons on Level 1, but not THAT weak. As for level design, as my brother stated above, we just ran out of time. I meant for the square cul-da-sacs to be two-story apartment buildings, but unfortunately, we ran out of time and my brother was basically a zombie by the time he was done mapping. I was too since I had to adjust audio leveling (which may need a tad bit more adjusting in some places) and had to fix the script to have proper delays. But we promise to spruce up Level 1 to have more places to explore and maybe even more NPCs to talk to, including a hint to the door under the shelf at the Arms Dealer. 

As for the tortoises purposes.... they are the spies, they roam about. It doesn't seem very apparent since this is only Level 1 but their purpose is subtle and stealthy and will be brought up in more detail in the other levels.

Again thanks a lot for playing and your detailed feedback, we are taking note to many things you mentioned, and hope you enjoy the final product. We are also super happy you liked the absurdity of our game and the voice acting! ^^

PS. When you mentioned it felt like a homage to Engymatic's "Out of Order" it never really occured to me but the final product definitely feels that way, guess my fangirl was showing lol