First game I donated to on itch.io, absolutely wonderful stuff and I was surprised this isn't being sold on steam. Mad props!
Liam
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Thanks! Honestly I didn't get to execute much of my idea at all because of how severely I underestimated it >< I wanted to have at least a couple of the 9 circles of hell, with different enemies, different player attack abilities and metroidvania elements. It sounds crazy now that I look back on it. I have a rig in Blender that takes 8-directional sprite pictures to mimic Doom sprite rendering, on lowest sample size to increase pixelation etc.. Same for the hand animations, there's actually a bunch of them that are just unused.
Aside from that, the WebGL export is half broken, the fog doesn't look that bad on desktop builds nor do enemies practically instakill you on desktop. But as it was made for secret santa and already a week overdue, there really was no point to keep stretching work on the game if it wasn't totally broken.
Thanks for checking out the game :) I didn't make it public for the sole reason I'm not proud enough of it.
Hey, sorry to hear you only got that far. It's not clearly stated in the game but after making a flag, you -have- to interview -two- people. These two people differ based on what kind of flag you chose to make. NPC interactions with all non-interviewable people are disabled during that time. If you'd gone around and talked to everyone, you'd have eventually found someone who wanted to do an interview about the flag (the only possibilities are for it to be Jack, Captain Frogsword or Hearthorn, the other NPCs don't do flag interviews)
If you do get further in the game, it basically 'ends' after the mutiny interviews, there'll be nothing left to do. The whole point was originally that one could craft a documentary by choosing their own path, and then view an actual documentary at the end of the game based on your decisions.
But thank you so much for playing and leaving a nice comment :) It's much appreciated!
I played through all of it, this was so cool! I'm working on my own oldschool FPS for a jam. I'm really curious how you managed to have so much content for only 7 days of work.
I'm guessing it's made in Godot? How did you construct the levels? Is it some modular 3D models you made that you can put down on a grid?
Thanks for your detailed feedback! Unfortunately I didn't make the car controller but I did do everything else x3
The first version actually did have them following a race track instead of a derby arena, but then it was hard to smash into them because everyone was going in the same direction.
Thanks again for taking your time to reply! I appreciate it!
You do get a closer look at the models when you win, but I agree, they don't get much 'show' given the camera distance.
The car steering being confusing is a really good point I didn't think about. Maybe it'd make more sense to have it relative to the camera so 'up' is up on your screen, 'right' is actually to the right on your screen etc.. I really didn't think of this, when you play your own game a lot and are used to it, these kinds of 'first play' issues just don't come to light.
True that it's a very chaotic game, but it's typical of a 'derby' type race if you look at games like Wreckfest. But maybe there are too many cars on the map, that could be a factor.
Thanks for playing and leaving some helpful feedback!
Yeah, I was aware of the camera obscurance issue but didn't get to fix it last minute and I KNEW I was gonna hear about it :p
The AI is, simply put, stupid. I know they are suicidal little bastards and it mostly has to do with them knocking into one another and damaging each other on the way to a checkpoint.
Thanks for playing and taking the time to write some feedback. I appreciate it!
Okay, I was pretty excited for this one, I'm not gonna lie.
I didn't get terribly far (until the yellow room, where I died). I had to unplug my second monitor though or the game was almost unplayable because the mouse would not stick to the game window. If you make first person games, be sure to use: Cursor.visible = false and Cursor.lockState = CursorLockMode.Locked. This will make sure the mouse sticks to the center of the screen and not be visible, which is ideal for a first person game.
Something I got confused over was that I needed to crouch to pick up the first keycard on the floor. There's no real feedback to the player as to if/when they can or can't pick something up, so I had no idea and struggled for the first few minutes.
Also, I really don't know what a 'locker' looks like in this game. I didn't see one but maybe that's just me. I didn't understand the monster's AI, whether I keep my flashlight off and crouch in a corner, it always seems to find me.
What's more is that the monster seems to teleport? I came out of the blue door into the room with the blue hiding curtains, knowing the enemy was coming from the blue door's side. Yet, suddenly, he was apparently in this dead-end blue curtain room behind me. Unless maybe he came through the purple door.. but it was baffling to experience.
The voice acting was a nice touch and I appreciated the explanation at the start, but I feel like it needs more work for the game itself to actually be a fun to play horror game.
Mind you, there seems to be a lot of content for a jam game and I'm impressed.
Edit: I see that some of my points were already answered in the post below, so sorry if I re-addressed some of the same issues.
This was pretty difficult. I kept running into doors that lead nowhere, which means I had to backtrack a long way, but by that point the hallways in the beginning had collapsed.
I tried a few times but I didn't get further than sector 3 I think. It also was difficult to read the text on the right when I have to keep moving.
What I found cool is the whole ASCII type gameplay, a nice nod to older games!
It definitely tackles the theme, but the gameplay feels like a chore with not much happening. The wasteland is barren but like.. very barren, to the point where you're just staring at the same times scrolling past your screen.
The ending left me wondering "Is that it?", it surprised me a bit.
That said though, I think the task itself to fix the pipe was pretty interesting, but I was expecting something else to happen while doing it or right after doing it.
My score: 1108, day 6.
It's an enjoyable concept, although rather difficult in my opinion. But I'm impressed it's so fleshed out despite the short duration of the jam. The sounds people make is really funny and adds to the experience.
The only thing is that your main activity (spam clicking buttons to get the right # of items) feels a bit mundane. Maybe it needs to be mundane enough for one to be able to do the other side-activities, but I just wish it didn't involve spam clicking.
Good job on this though, it was enjoyable to play through!
I enjoyed playing this! But it's pretty difficult, and I don't know what the "+" doors do (the ones with a + and nothing else under it). The powers are cool, it reminds me of the Binding of Isaac where you keep getting stronger and stronger.
I wish the level design had more variation, like walls to take cover behind or something. The sound design was good!
It's fun and I feel like it could be even better.
Cool dynamic card game! I actually thought it was fun to play (but I had to play on difficulty 1, R was too hard). It wasn't clear to me why sometimes I wasn't allowed to use any more cards, it's like even with card cost off there was some sort of limit on how many I could use. That, or maybe it was the enemy's turn without me realizing? I later turned card cost on just to see what that looks like because I thought I was somehow still energy-bound even with card cost off.
Would be cool if the game had its own graphics and music! I understand you probably just took images from somewhere to get a proof of concept going.
When I made it to the final boss, the place where you have to drop cards on him wasn't where I expected it to be and I kept missing it at first. This resulted in me having a plethora of cards, at which point I realized 'Claw attack' and 'Shield' looked identical when you have too many cards, so I never knew which one I was grabbing.
Overall, I think it's fun to play and has potential. Nice work!