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A jam submission

Cosmic Call - DemoView game page

FPS Roguelike, DEMO 1.3
Submitted by TexasRed26 — 4 days, 18 hours before the deadline
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Play Doomlike FPS Roguelike

Cosmic Call - Demo's itch.io page

Are traps gay?

Yes

traps are gay

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Comments

_
(2 edits)

-The description on how to "beat" the demo is very obtuse. How many levels total there is? I've got to level 22 and the game was still going. "Two levels 10 times in a row" would be a total of 20, no?
-Killing bosses (or anyone at all) seems to be irrelevant - the portals will always let you through. Probably an oversight
-Despite the disclaimer about increased ammo amount, using guns with light weight ammo is a death sentence - they deal at best 2 damage per shot and chew through your ammunition like crazy. Unless you find a weapon using another type of ammunition, you have 2 choices.
First is not killing anyone or hoping that whoever you kill drops an ammo box (which can't even refill akimbo pistols to max, for example it's like 18 or 20 ammo per box).
The second option is killing everything and then using your foot, eventually dying in the process
-On the other hand, things like tri-shotgun or MG are demolishing everything at very little ammo cost
-Grenade launcher feels much weaker than I've expected it to, the blast also leaves a lot to be desired
-The weapons that don't use normal munitions (like the Eye or the book) seem to be in a very weird state between being OP and borderline useless. If you don't have a 2nd weapon that's using normal ammo, you will eventually get shafted by lack of ammo drops on an especially unlucky floor and it's gg.
-Blaster is the shittiest weapon I've seen, it's like a worse pistol that misses twice as often
-Enemy projectiles all seem to have more or less the same speed, with said speed being slower than player's running speed. Kinda odd, because that means that you can just outrun everything.
-Every single enemy is just shooting, I think there's very small amount of those who attack the player by ramming/biting/slashing. Pretty sure the only thing that deals damage on contact are those big crystal chunks, but I'm not sure
-No enemy collision
-Portals should be reworked. The fact that they can "magnetize" the player towards them is incredibly annoying - what if I wanted to stay on the level for a little bit more to get ammo or check out other weapon crates, but accidentally backed into a portal? GG no re, says the game. I can think of two solutions to the current portal mechanics:
1. Show some kind of popup when you're standing at the center of the teleporter, then make the player hit confirm to actually TP
2. Introduce a slow gauge that will slowly fill up while you're standing on the teleporter, letting the player walk out before it auto-TPs them to the next level
-Only found one alt fire, and it was for akimbo pistols. I assume in the final release (whenever it happens) all of the weapons will have one?
-Sad that the player can't personally tweak the settings like chaos or low gravity
-AI seems to be not the smartest, on more than one occasion have I noticed enemies doing pretty much nothing

-Visuals are very reminiscent of Post Void, but with less aggressive filter
-There's both a lot of enemy variety and not a lot of distinction between 90% of the bestiary. Usually it's some vaguely purple/black thing with tentacle and eyes. I'd like to see something more distinct in the future, like the contrast between the chtonic enemies and the statues/snowball fellas
-Still, always nice to see someone with a developed style

-Lack of enemy and projectile sounds is critical, so I'm going to point it out. If your enemies don't make even stock sounds, it's hard for the player to figure out if somebody is after/behind him or not, which can lead to cheap shots and cheap deaths. Since you're using DOOM sounds you might've used some enemy grunts/projectile sounds as well to give player better understanding of their positioning relative to the enemies
-Same with portals which are in desperate need of some sound cue, with issue being explained in the gameplay section

-Not having mouse sensitivity setting in a shooter makes me irrationally angry
-Game could very much benefit from a map and having indication on which floor you're on
-Also from an ability to hold down mouse button to shoot continuously, as opposed to clicking

Interesting take on roguelikes with a nice artstyle, but better put it back in the oven for another 6 months or so to work out all the kinks


Here's a link to the doc with some recordings. The pacifist playthrough has a funny level generation bug at the very end, probably should be looked into.
https://docs.google.com/spreadsheets/d/1Prwa_Y_pj4DKeLiee2HIJjmXHrlGm9VuiyllJpNz...

Submitted(+1)

Cool game. Yellow king was a fun boss.

  • Lack of music and SFX is very noticable, but this will probably be remedied in the future
  • Alt-tabbing during a loading screen crashes the game (probably a Godot issue, but I thought it’d be worth pointing out aaaanyways)
  • The sprites look decent, and I think they fit the tone you’re going for
  • Really wish there was a minimap or something. I found myself getting lost more than a few times
  • I think it’s primarily the repeating textures but I had zero sense of direction
  • The pull that the portals have is neat, but it’s hard to get pickups that drop near them without getting sucked in
  • Fog effect seems to bug out sometimes
  • Decreased gravity was very cool, I actually started to use the walljump feature.
  • The shield UI being non-pixelated while everything else is pixelated is odd .

Pretty fun. Ended my first run on the Yellow King after getting trapped in a corner.

  • Make the portals easier to see. Add a beacon to emitting from them or something. Do they only activate when certain criteria is met?
  • The first couple levels don't really emphasize jumping since there so confined, even though jumping is really fun
  • You need to display pick ups on the hud. Shouldn't have to double back after running over something to see what I picked up
  • Same goes with weapon pick ups
  • I recommend making all the sprites always billboard, personally (they should always be looking at you)
  • I'm not going to comment on sounds because I know how annoying that is when things are in this state

Really like the look of the game, and is already decently fun to play.

... Why halo-style 2 weapon slot max in a game like this?

You've got a good start on your hands here. The art and style are top notch, the gunplay's really satisfying. It's easy to get lost in the levels, but I'm sure you're already aware of that and are working on it. I can't wait to see more.

Submitted(+1)

fun! Thoughts:

  • i like gun animations, its early so i understand they lack sfx. only thing i would say is that flamer dont feel like a flamethrower, almost more like a autoshotgun
  • Would like a bigger fov tho
  • happy to see the different world have different movement stats, fun enemies.
  • does weapons not spawn after world 1? i never found anything after that
  • my biggest feedback would be to focus on the values of the guns and getting that right. i feel like in general they take too long to reload and not having enough damage to compensate for that. The shotgun felt nice and i wanted to use it, but the reload time made it feel like the regular pistol was better to use since i could get much more shots of since the shotgun pellets did the same amount of damage. Could also be compensated with enemy HP but guns first imo.
(+1)

played for a short time. pretty early start but i like the vibe

  • intro text is way too much to read, should be presented in chunks rather than en masse
  • crosshair is very hard to see, should be a lighter color since it gets lost in the background
  • revolver should do more damage, have a slower fire rate and different shot sound to distinguish it from pistol
  • please add a reloading weapon sound. also really needs music
  • took damage on changing levels via the portal (?) for no explained reason

might come back to this later. strong start though

Submitted(+1)


Unsorted thoughts: 

Looks cool, monster-designs are rad. The lack of sound effects and music hurts this a lot, I just can't get seriously into it without a bop and more booms to get the blood pumping. 

When you die you should be able to restart quicker than exiting out to the menu, one button press. When you spawn in you should do so with a blasting sfx and music immediately fucking you up. 

Gunplay seems fine and cool but it is really hard to tell without sfx for some weapons, the sfx for the basegun needs to be meatier too. Wrath is an awesome gun design and fun to use, but the sfx sucks. I am repeating myself but I think sound and music is what you should focus on next. 

Shooting the bosses more once they are dead is a nice touch. Shoggoth, lovecrafter spotted. 

Flying crystal butts need to have that crystal as a weakpoint, I did not see damage differ when I aimed for it. 

Finding the exit can be a bit tricky, I would actually just add an arrow which points towards it. When you have cleared a stage that is a good opportunity to add some soul, when you have music, change the track once all enemies are dead. 

I think you should consider adding a mode where all weapons are unlocked from the get go for demo-purposes, this will allow people to give you better feedback and you can more easily give them an instant impression of what the game has to offer.