This game is freaking sweet! I beat all the levels and was sad there wasn't more. The tutorial is perfect and I love the movement and gunplay. The levels have good pacing and duration, minus the 2 spots I got a little lost and spent 5 minutes looking for a switch or card that I missed. Great enemies and guns as well! I noticed the cosmic call ad and wanted to ask if you are actually selling those ads? How much if so? Amazing demo and I really hope you do more levels and release it!
Glad you liked it! There won’t be too many more levels as they take a while to make and I want to move on to other projects, so at launch the game will probably only have 7 full levels plus a boss fight at the end. I’m currently on track to release around Q3 next year.
I noticed the cosmic call ad and wanted to ask if you are actually selling those ads? How much if so?
No charge, just send me something in the right dimensions, you can even just reply to this with it. Keep in mind I will add a 1px border to counteract mipmapping artifacts. I intend for most of the ads to be in-universe goods and services but I’ve still got plenty of room for more AGDG references.
I understand, but I think 7 levels is solid and will be great! I don't have much art for my game yet but soon enough I will if you still have ad space :)
D: That’s not very good. Are you running on Linux? Can you give me a terminal printout? I probably can’t guess that much but there’s probably an assumption I’ve made that doesn’t hold properly.
Ah that will mean gibberish to you then. Odd, Windows only has one sound API so I wouldn’t think it should have problems. Do you have Git Bash installed? (Not that that would cause it, this is just the easiest way to get terminal/command-line output) If not you could try launching the game using cmd and see if it prints anything out. I believe most of the output should still be enabled on Windows it just doesn’t go anywhere by default.
Might not be a bad idea for me to set up some logging to files.
Very enjoyable once again. I think I noticed most of your changes and they worked well. The enemy behaviour in this game is really nice, not too simple, but not too clever either.
Dammit, there’s an offset applied for ultrawide monitors that I wasn’t properly defaulting to zero. That must be why your hud wasn’t showing fully. I just noticed it wasn’t being applied to the keycards which are supposed to be anchored to the same point as the health display. I’ll upload a hotfix as this could affect Windows as well.
The enemy behaviour in this game is really nice, not too simple, but not too clever either.
I made a point of modelling Doom and Quake behaviors without really going too much further
Glorious! Game is well polished and plays just fine. The last FPS I really got into was Soldier of Fortune 2, almost ten years ago, and the aesthetics remind me of it a lot (particularly the urban scenery)! I think games like these weren't even called "boomer shooters" back then.
It took me a few minutes to get used to the extremely mobile character, especially in the first two stages, which feature narrow passageways. However, almost like it happened when I played the companion game Cosmic Call (influenced by Nuclear Throne and featured here as an in-game placard), understanding what the game was going for made everything finally click. The stage clear screen and a painting lying around in the final stage make it clear: DOOM runs in this game's veins. Embracing a rip and tear style is essential to survive and thrive. My first impulse, telling you to let us walk by default and only run by holding Shift? Trashed.
Maps are somewhat labyrinthine and require some effort to navigate, which is a welcome challenge. Stage 2 wins the level design prize, in my opinion, but 4 was also something else. Its atmosphere... the sunset, the liminal street corners... appropriate to the "Adding Some Atmosphere" update. As for things that should be improved... I believe unarmed combat can be tweaked a little in order to make it as fun and run 'n' gunning currently is. As it stands now, the spike is a high-risk, low-reward weapon. Also, enemy sounds are too goofy, lmao.
I must have found only one secret in the entire run (it was even the one spoonfed to us in Stage 2, kek). I mean, this is great. It means that the game is really deep and I haven't even scratched the surface despite spending considerable time on it. Unfortunately, I'm trying to marathon other demos now, so I can't afford to delve at the moment. As a finished product, though? Count me in. I'd spend some afternoons playing it, like I used to with SoF 2 back in 2015.
Playthrough: 90 minutes, easily. Finished all four stages, with minimal secrets.
Wow, glad that you enjoyed yourself! I’ve spent years on and off working on this game and oft-times it does feel like polishing a turd with all the really good boomer shooters coming out these days. If I can find a couple thousand more people like you to give it a shot I’d probably be more confident in it!
I think games like these weren’t even called “boomer shooters” back then.
The first prototype of this game was made way back then and yeah I don’t remember “boomer shooter” until a few years later.
As a finished product, though? Count me in.
I do hope to see you play it again for money! Apart from polishing up the existing four levels I’m only planning a handful more as I’m kind of sick of this project and want to move on to something else, but I can’t bear to just abandon it so I’m aiming to release around Q3 next year.
The tutorial does its job and the railgun feels great to use, although the hotkey for it didn't work and I could only select it with the scroll wheel.
I wish the spike has a bigger hitbox, it says it does more damage while moving but it's not easy to land reliably unless you're running straight at the enemy.
Hoping for more levels soon, I want more chances to mow people down with the autoshotty
although the hotkey for it didn’t work and I could only select it with the scroll wheel.
If you’ve played the demo previously then you need to reset the keybindings for it to work. I’ve got an idea to make that less necessary in the future though.
I wish the spike has a bigger hitbox, it says it does more damage while moving but it’s not easy to land reliably unless you’re running straight at the enemy.
That is actually the intention, it doesn’t check which direction you’re moving in, just your speed. I may as well rephrase that point actually.
Hoping for more levels soon, I want more chances to mow people down with the autoshotty
Next demo day I’ll have a level finally pushing forward again instead of adding to the start, and the later levels will prioritize more enemies and larger (or at least more difficult) encounters. I’m getting quite sick of working on this game though so unless it randomly blows up (unlikely) I’m going to only have seven levels.
i think i found an… unintended route to the yellow key in the tutorial? lol
Dammit, I made a point of removing things you could jump on near that beachhouse but the bridge is a very recent addition and I’ll have to redesign it. I’ll probably just move the cliff further up or something.
railgun ammo seems pretty scarce, i was barely able to test it out
I’m adding the difficulty options soon so I’ll go around and rethink where all of the weapon and ammo pickups are, for now I just wanted the railgun thrown in anywhere. There is actually another one in secret on level one as well.
in general, starting out on level 4 makes it so you are EXTREMELY low on ammo with all weapons. i even died because of it
It really hasn’t been designed around the level select. All levels can be finished from an empty start as I regularly try them out like that when I’m iterating on them, but isn’t always particularly easy. That said, there’s also another semi-hidden shotgun right near the beginning that you didn’t see.
Thanks for trying it again and uploading the gameplay, always useful to see what people are doing.
Actually some substantial updates this time. There’s a bunch of graphical improvements regarding lighting (geometry now obscures lighting on entities). There’s a new weapon in the railgun, a new enemy in the form of a flying drone that shoots bouncy grenades, a new starting level that will actually function as an intended tutorial.
Comments
This game is freaking sweet! I beat all the levels and was sad there wasn't more. The tutorial is perfect and I love the movement and gunplay. The levels have good pacing and duration, minus the 2 spots I got a little lost and spent 5 minutes looking for a switch or card that I missed. Great enemies and guns as well! I noticed the cosmic call ad and wanted to ask if you are actually selling those ads? How much if so? Amazing demo and I really hope you do more levels and release it!
Glad you liked it! There won’t be too many more levels as they take a while to make and I want to move on to other projects, so at launch the game will probably only have 7 full levels plus a boss fight at the end. I’m currently on track to release around Q3 next year.
No charge, just send me something in the right dimensions, you can even just reply to this with it. Keep in mind I will add a 1px border to counteract mipmapping artifacts. I intend for most of the ads to be in-universe goods and services but I’ve still got plenty of room for more AGDG references.
I understand, but I think 7 levels is solid and will be great! I don't have much art for my game yet but soon enough I will if you still have ad space :)
The game kills my computer’s audio when I press Space to close the tutorial at the very start.
D: That’s not very good. Are you running on Linux? Can you give me a terminal printout? I probably can’t guess that much but there’s probably an assumption I’ve made that doesn’t hold properly.
I’m on Windows 7. Terminal printout?
Ah that will mean gibberish to you then. Odd, Windows only has one sound API so I wouldn’t think it should have problems. Do you have Git Bash installed? (Not that that would cause it, this is just the easiest way to get terminal/command-line output) If not you could try launching the game using cmd and see if it prints anything out. I believe most of the output should still be enabled on Windows it just doesn’t go anywhere by default.
Might not be a bad idea for me to set up some logging to files.
https://www.twitch.tv/videos/2291816761?t=1h14m49s
Very enjoyable once again. I think I noticed most of your changes and they worked well. The enemy behaviour in this game is really nice, not too simple, but not too clever either.
Thanks for trying it again, glad you’re enjoying it.
Dammit, there’s an offset applied for ultrawide monitors that I wasn’t properly defaulting to zero. That must be why your hud wasn’t showing fully. I just noticed it wasn’t being applied to the keycards which are supposed to be anchored to the same point as the health display. I’ll upload a hotfix as this could affect Windows as well.
I made a point of modelling Doom and Quake behaviors without really going too much further
>your hud wasn’t showing fully.
Heh, I was wondering about the lack of a health bar, thought it was to improve immersion.
>I made a point of modelling Doom and Quake behaviors
Ye I’m making a point of modelling scbw behaviour getting mixed reactions so far > <;;
Glorious! Game is well polished and plays just fine. The last FPS I really got into was Soldier of Fortune 2, almost ten years ago, and the aesthetics remind me of it a lot (particularly the urban scenery)! I think games like these weren't even called "boomer shooters" back then.
It took me a few minutes to get used to the extremely mobile character, especially in the first two stages, which feature narrow passageways. However, almost like it happened when I played the companion game Cosmic Call (influenced by Nuclear Throne and featured here as an in-game placard), understanding what the game was going for made everything finally click. The stage clear screen and a painting lying around in the final stage make it clear: DOOM runs in this game's veins. Embracing a rip and tear style is essential to survive and thrive. My first impulse, telling you to let us walk by default and only run by holding Shift? Trashed.
Maps are somewhat labyrinthine and require some effort to navigate, which is a welcome challenge. Stage 2 wins the level design prize, in my opinion, but 4 was also something else. Its atmosphere... the sunset, the liminal street corners... appropriate to the "Adding Some Atmosphere" update. As for things that should be improved... I believe unarmed combat can be tweaked a little in order to make it as fun and run 'n' gunning currently is. As it stands now, the spike is a high-risk, low-reward weapon. Also, enemy sounds are too goofy, lmao.
I must have found only one secret in the entire run (it was even the one spoonfed to us in Stage 2, kek). I mean, this is great. It means that the game is really deep and I haven't even scratched the surface despite spending considerable time on it. Unfortunately, I'm trying to marathon other demos now, so I can't afford to delve at the moment. As a finished product, though? Count me in. I'd spend some afternoons playing it, like I used to with SoF 2 back in 2015.
Playthrough: 90 minutes, easily. Finished all four stages, with minimal secrets.
Wow, glad that you enjoyed yourself! I’ve spent years on and off working on this game and oft-times it does feel like polishing a turd with all the really good boomer shooters coming out these days. If I can find a couple thousand more people like you to give it a shot I’d probably be more confident in it!
The first prototype of this game was made way back then and yeah I don’t remember “boomer shooter” until a few years later.
I do hope to see you play it again for money! Apart from polishing up the existing four levels I’m only planning a handful more as I’m kind of sick of this project and want to move on to something else, but I can’t bear to just abandon it so I’m aiming to release around Q3 next year.
Thanks again for giving it a shot!
Very nice.
The tutorial does its job and the railgun feels great to use, although the hotkey for it didn't work and I could only select it with the scroll wheel.
I wish the spike has a bigger hitbox, it says it does more damage while moving but it's not easy to land reliably unless you're running straight at the enemy.
Hoping for more levels soon, I want more chances to mow people down with the autoshotty
If you’ve played the demo previously then you need to reset the keybindings for it to work. I’ve got an idea to make that less necessary in the future though.
That is actually the intention, it doesn’t check which direction you’re moving in, just your speed. I may as well rephrase that point actually.
Next demo day I’ll have a level finally pushing forward again instead of adding to the start, and the later levels will prioritize more enemies and larger (or at least more difficult) encounters. I’m getting quite sick of working on this game though so unless it randomly blows up (unlikely) I’m going to only have seven levels.
The new level is cool.
Think I discovered a secret in that one night city map, where I even broke a wall.
Also realized that some weapons have alt fires like the rocket launcher.
Also loved how running into cacti can hurt you.
It hurts the enemies too, but I haven’t found a good way to actually make use of that.
i think i found an... unintended route to the yellow key in the tutorial? lol
railgun ammo seems pretty scarce, i was barely able to test it out
in general, starting out on level 4 makes it so you are EXTREMELY low on ammo with all weapons. i even died because of it
Dammit, I made a point of removing things you could jump on near that beachhouse but the bridge is a very recent addition and I’ll have to redesign it. I’ll probably just move the cliff further up or something.
I’m adding the difficulty options soon so I’ll go around and rethink where all of the weapon and ammo pickups are, for now I just wanted the railgun thrown in anywhere. There is actually another one in secret on level one as well.
It really hasn’t been designed around the level select. All levels can be finished from an empty start as I regularly try them out like that when I’m iterating on them, but isn’t always particularly easy. That said, there’s also another semi-hidden shotgun right near the beginning that you didn’t see.
Thanks for trying it again and uploading the gameplay, always useful to see what people are doing.
Actually some substantial updates this time. There’s a bunch of graphical improvements regarding lighting (geometry now obscures lighting on entities). There’s a new weapon in the railgun, a new enemy in the form of a flying drone that shoots bouncy grenades, a new starting level that will actually function as an intended tutorial.