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(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)

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.

(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.

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.