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A jam submission

Cult of DamaskusView game page

A retro FPS inspired by Duke Nukem 3D, Rise of the Triad, and the other great FPS of eld.
Submitted by Team Puzzle Games — 2 days, 23 hours before the deadline
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Comments

Submitted (2 edits) (+1)

Reminds me of The Citadel, and not just from how horny the cultists are. Gameplay's pretty solid, guns are easy to use and the enemies have pathfinding and a good, rounded set of behaviors. I like how the floating dudes puke out those big lava circles as it means you can't always just blindly circle-strafe.

It would help that upstairs room where you fight a really big group to have two ways inside, I was tempted to just peak around at the floating dudes first but went "fuck it" and just took the damage to run in guns blazing. Speaking of which, thank you for not making the pistols have an awful spread when you hold the button down but have pixel-perfect accuracy if you click each shot.

Please add rebindable keys so I can put Interact on [F] (where it fucking belongs, [E] is for leaning right). Also definitely need the scroll-wheel for weapon switching. You can get used to pressing the number keys but I'd recommend having a weapon bar show up at the bottom.

Finally, being in Unity I want to guess the player's character controller is updated on the physics step? I run a 144hz monitor and every unity FPS always looks horribly blurry and jittery if you look too close at your surroundings, bothers me the most in Daggerfall Unity. I'm sure there's some merit in a fixed physics timestep, but at least graphically the player's location should be updated every frame.

Edit: Oh, and I appreciate the Linux build. Ran fine on Manjaro.

Submitted(+1)

Pretty fun.

Movement feels a bit sluggish with the slow acceleration and deceleration but you get used to it. The tiny jump feels almost useless.

Strafing enemies felt like a tactic that doesn't work well at all so I resorted repeatedly shooting from behind corners which became old quick.

Level is a bit too dark in places. 

Some of the rooms feel like you just shoved a bunch of enemies in there with little rhyme or reason.

Submitted(+1)

Video with commentary from me:

https://mega.nz/file/iFclCKhL#9aDzuURa1XhQ7nZCbnPnrATXZSq7qfijkqt5V-QBitE

Maybe it's going to be useful to you in some way.

Submitted(+1)

Its Fun, Level is good. Found I think 2 of the 3 Secrets, and the Looparound through the Projector-Window was a nice touch to avoid Backtracking and have the Level feel less Linear-ly. 

Music could have been heavier I think, And you need more Environment Props and/or different Textures and Areas, it feels a bit empty as it is now. 

Some of the Encounters are nice, others feel like just a bunch of Enemies or the same Enemy mashed into a small Area. 

It needs a tiny Intro, something non-intrusive that makes it clear why you're there and why you're on an empty Balcony with that other Guy and why you're shooting everything up. Nothing long and winded, just something short and quick. 

Gameplay feels great, didn't encounter any Bugs, getting a second Pistol to dualwield instead of just getting more Ammo was a nice surprise. I'm assuming Enemies and their Sounds are Placeholders, as are most other Graphics.

As for Balancing, sometimes Enemies felt a little Bullet sponge-y and there's no Headshotting or anything, or at least none that I felt. But I'm not good at shooting anyways, so I probably wouldn't have noticed even if it were there.

Submitted(+1)

Beat the game on my first go

Ok ok, I know... before playing the game I watched a couple of streams, so I knew about the secret rocket launcher and what to expect from the enemies. I still went down to 4 hp in the cinema room.

I had fun, I enjoy oldschool shooters and I play doom 2 wads in my free time. The game is a bit opressive at the start thanks to the abundance of hitscan enemies. Or maybe they are not hitscan, but feel like that. The lack of ammo for the the powerful weapons at the start pushes you to use the pistol which is too slow to avoid taking chip damage. This is solved once you get the secret second pistol. At the end I felt I had abundance of ammo and I breezed through the game.

I had to rely a lot in peekaboo shooting around corners, otherwise I was pumped full of lead. 

I like the sense of humor the game has, the style is unique also. Like the second pistol secret room. 

(+1)

I enjoyed my time, was able to beat it on the second go. The level looks great, and while I assume the enemies are temporary assets, I think they actually look good and contrast well against the otherwise dark and gray building. I like how you made the tutorials the posters, which makes them both diegetic and characterize the poor intelligence of the enemies. Only thing that irked me was the inability to rotate weapons with the scroll wheel.

Submitted(+1)

At first I didn't like the look of the enemies or the player, but it grew on me. The environment assets on the other hand looked fantastic to me from the start. The level was also designed nicely, and was fun to walk around and explore, finding all the little secrets.

Don't like readjusting my sensitivity every time I died though, but that's more my fault for dying so much.

Submitted(+1)

I really like the aesthetic of this game. I'll need to give it another go in the future.

(+1)

v gud

Developer

WOAH thx guy!!!

Submitted (1 edit) (+1)
  • Make RMB go back in menus.
  • Needs an FoV slider.
  • The ATMs and toilets are way too detailed compared to everything else.
  • What the hell is a "canister rifle" supposed to be and why does firing it kill me? I didn't see an explosion.
  • Restarting the level resets mouse sensitivity.
  • Needs a quick melee button.
  • The armless enemies get stuck in place forever after attacking. Also, their attack does damage on the first frame before they've even wound up the kick.
  • Enemies need to telegraph their attacks.
  • Needs to show how much ammo you have for all weapons. 
  • Don't put those flying fireball enemies in corridors. Increase the damage of the lava, give it a sound cue, and use them for area denial in open spaces.
  • The level/enemy/encounter design all heavily encourage the player to lead enemies into choke points while taking pot shots around corners. You need more situations where you have enemies coming from multiple directions.
Developer

Thank you for the honest, detailed feedback and bug reports!

Submitted(+1)

- add a master volume slider (+ can't see the values in the volume boxes at 1440p)
- enemies jitter if moving fast
- I always miss headshots in these games
- didn't expect the game to be so rigid on ammo, wasting very few bullets and still running out
- nice, two pistols, I can deplete the ammo even faster
- playing it carefully makes much more sense

Pretty good, died 4-5 times due to dumb mistakes, was compelling enough to finish anyway. 

Developer

Thank you for the feedback and bug reports!

Submitted(+1)

this had no right to be that fun

enemy sounds are very fun, especially the gnome. the shotgun feels very nice to use with such a good kick, and the gameplay is fast and solid.

i guess the difficulty is a bit all over the place. it feels very lame to have to deal with 10+ enemies with your starter pistol that fires slower than expected for such a game. I'd say either switch out some enemy positions or make the handgun shoot faster.

otherwise I also had the mouse sensitivity issue another commenter pointed out, and I also ended up corner camping to clear rooms, since going in guns akimbo would get me killed quick.

i like that the enemy bullets are projectiles and not hitscans, well done.

absolutely blasting guys away with the double barrel is hard to execute properly without it feeling weak, but you did it very well

perhaps consider adding color to the characters, shotgun goons and pistol goons are hard to distinguish

Developer(+1)

Thank you for the detailed feedback. I went ahead and increased the fire rate for the handgun in my current dev build, it's a lot more fun to use this way so I'll be keeping that change moving forward. I appreciate the suggestion.

Submitted (1 edit) (+1)

Fun enemy design, very distinctive from the background too. For whatever reason changing mouse sensitivity does not save, changes are cancelled the moment I return. Maybe the bar does nothing, I don't know. Dunno about anyone else, but I was aching for some checkpoints particularly around the time when you get the rocket launcher. Dying shortly after that and having to restart the entire game, it's not to my tastes I'll say that much


update: went back and defeated the game. enemy sounds are pretty fun as well. although most of what I ended up doing in each engagement was luring the enemies through the nearest doorway and slaying them one at a time without much variation in tactics. dunno what could be done about that, maybe changing up the enemy AI a little but that sounds hard

Developer

Thank you for playing, and for the detailed feedback! I'll try to address all of it and fix things up before next DD.

Submitted(+1)

This is fun!

Developer

Thanks a bunch for playing, glad you had fun!