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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, 16 hours before the deadline
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Viewing comments 25 to 6 of 25 · Next page · Last page
Submitted

I am writing this review for the 2nd time so it will be (much) shorter

I love this so much, this feels like a doom clone in every good way
Music is good, feeling is good, movement is spot on, challenge is also very well balanced
Only thing I didn't get is the weird wall in the projector room, does it have a usage?

Submitted(+1)

I recorded playing games with commentary, and your game is one of them.

Here's the link to the whole DD50 folder:

https://mega.nz/folder/GclCXISL#gwE9S1kRTbe6amYLH2RiYA

I gotta go back and closely examine the easter egg now.

Developer

Holy moly, thank you very much! Gonna take a peek now.

Submitted

I hope you like it, because I got better for the last time

Submitted(+1)

Still very fun.

I like the more obvious Shotgun placement.

The tiny little jump feels weird.

The mouse movement feels slightly smoothed or delayed somehow.

Shotgun ammo is very limited until you get upstairs which combined with the difficulty lead to me just sniping with the pistol a bunch.

Walking up and down stairs feels bad, smooth up/down movement would be better.

Some huge difficulty spikes where the game just throws a ton of enemies at you.

Level design is pretty good but still a bit large and open I feel.


Submitted

Fun boomer shooter! The controls were responsive and movement felt good. The shotgun is satisfying to use. Some of the enemies were a bit tough - the "dogs" had a lot of health for how fast they were. The "demon" enemies (the flying ones and the ones that spit lava) do a ton of damage, although I guess these enemies were supposed to be harder than normal. Also WTF is up with those enemies that attack you with their crotch lol. Btw your levels rock. Seriously, the level design is pretty good!

Submitted(+1)

I didn't get super far into the demo as I found it kinda difficult, it's been a while since I played a shooter. I think it plays well, the shotgun seems alright which is a good benchmark for whether not a shooter is gonna be good. The enemies really creepy looking, especially the ones that are just heads on legs. Some mid-level checkpoints or something would be a nice addition as well.

Submitted(+1)

Its nice. Second Level has some really nasty surprises tho, considering how long it is. Putting a Firefloater into the Secret was pretty rude, but I should've seen something like that coming. Died there, but found the Elevator(?) beforehand, so I'm assuming I was nearly through that Level anywhere and am not going to try again.

The Place when you fall down into a giant Room full of Tons of Enemies (twice) isn't very good, you just immediately get targeted by all of them and loose most of your Health until you're safe behind some Box or something to start taking them out. Consider reworking those Areas, or just reducing the Enemies in the Room a bit/ increasing their Time to target something.

Other then that, the second Level adds a lot of Lore to the Game, which is nice. and the overall Design and Layout are pretty good aswell I think. I never really was lost, and it felt like it had a good Flow of Encounters going.

Submitted(+1)

I found it fun. The music is pretty good, sounds similar to Rise of the Triad music.

Other than that, here are some notes that I took while playing (in no particular order)

  • Press "Q" to engage Mighty Foot?
  • Reminds me of meat packing factory in Duke Nukem
  • Pickups (Weapons and Armor) difficult to see
  • Nice level of difficulty
  • Weapons very nice to use
  • I can see the influence of Rise of The Triad with the weapons
Submitted(+1)

I wish you could save your progress :( 

At least at the end of a level (which kinda don't suck). The music is good though, got some real bangers

Submitted(+1)

Wow these levels are great and I would never say they suck even in jest.

The mouse sensitivity was at the minimum. I think the slider was bugged? Once I moved it around I got it where I wanted it.

When I first loaded in, I think the game detected my steering wheel controller and took input from it, so I was constantly moving backwards. I had to unplug that and restart.

It's weird that the pause menu has different music than the level.

This is hard! I'm not very good at it and I died a lot. it felt difficult to aim. But I like the art.

Submitted(+1)
  • Is the mouse sensitivity supposed to default to the lowest value?
  • Did you break the weapon swaying? It's extremely slow now.
  • The level is too dark and has too little contrast. I can barely see anything when playing during daytime. Make sure walls and floors are never the same color.
  • Steal Serious Sam's enemy health bar crosshair.
  • The jumping doesn't feel good. Reduce air control and make it give you a small boost in horizontal velocity.
  • The attack range on the melee enemies doesn't match the sprite.
  • Level 2 could really use some signs.
  • It's so dark the grinders are barely visible. They should also move faster to make it obvious they're a hazard even without the posters.
  • When the player gets a new weapon, put him in a situation where he needs to use it right away. The canister rifle penetrates enemies, but the first enemies you see after getting it are two fat guys standing side by side.
  • I still think the fireball enemies should never be put in cramped rooms or in positions where they have line of sight of the entrance to the room they're in. They work well in open areas as a low-priority target that restricts your movement, but when they block your movement entirely, they just waste your time. Also, they need other enemies to work; don't have them on their own.
  • Died to melee enemies appearing behind me after picking up the red key on level 2. They need to have a different alert sound from the normal grunts. Also, footstep sounds.
  • Getting shot while you're hanging from the hook feels cheap.
  • The assault rifle doesn't feel like much of an upgrade over the dual pistols. It could at least have better accuracy.
Submitted(+1)

I like the enemy design, it's pretty charming. The music was bangin'

The controls are good and responsive, they feel as they should for a boomer shooter

The levels were pretty challenging but fair, I wish there were more ammo drops though. I really enjoyed the meat factory level, the hook part was funny. 

I feel out of the maps once after being cornered to the The Leg enemies in the bathroom on the first level, I couldn't replicate it again so I guess it must have been nothing.

I hope you keep working on it, I wanna see more.

Submitted(+1)

Love classic style shooters, but I feel like this one is still missing some things.

-All enemies look too alike, I understand that is because of aesthetic decisions, but have enemies with more variation on design, maybe shades of gray, and sound effects.

-needs more feedback when receiving damage, since there where times where I didn't realise I was taking hits.

-the level textures need a bit more variation


anyways, If you continue working on it, I'll check it out on next DD, I like doom clones.

Submitted(+1)

The weapons feel punchy, movement has a nice momentum to it and you are fast but not to the degree that would make the main character hard to control. 

I like the enemy designs, although it's a bit hard to tell apart the more dangerous variants sometimes. In Shadow Warrior they differentiate the generic ninja enemy by giving them different colors so brown ones carry an UZI while the orange ones fire missiles and such. However, I realize that might not be an option if you wish to keep the current style which is really charming. 

The melee enemies reminded me of the fast melee guys from Post Void and they are almost as annoying. Good job.

Finally, the levels are not confusing and I like how the first one is a cinema like in Duke Nukem 3D.  

Submitted(+1)

Got to the second level and quit a little after getting the canister launcher. Restarting from the beginning of the level just makes it too tedious. It feels kinda weird that you have so much speed while the optimal strategy is to go slow as possible. Maybe slow down enemy projectiles so they can be dodged better.

Enemies can be kind of hard to differentiate at the distance and reaction speed of the gameplay. I'd give their masks different, bright colors.

Also I was repeatedly told that this game's levels suck, and I'm reporting you to the authorities for false meme advertising because they're pretty decent.

I read some of the other comments, but I'm gonna have to disagree with them on disliking the handgun, I think it has a really nice rhythm for plap-plap-plapping bad guys.

Submitted(+1)

Charming as hell!
Good feeling weapons and catchy music.
Excellent boomer shooter, I'm curious to see what kind of levels warrant that rocket launcher.

Looking forward to playing more of this.

Submitted(+1)

I got up to level two before running out of ammo and dying. I feel like I missed a weapon, I only got pistols, shotgun and rocket launcher. Machinegun would be really nice to have even since the very start because the enemy composition calls for it.

Levels feel quite long because of how stressful dealing with enemies is. Second level has some amazing stuff in it even if it's unfinished. The ambushes could be toned down - Doom can get away with it because projectiles and enemies are slower.

I like it, but I would prefer to play it in a bit shorter segments due to the level of attention needed around enemies.

Enemies are really disturbing for some reason.

Restarting a level resets brightness setting.

Submitted (1 edit) (+1)

Beat the demo. Video: 


Always a good time to see the silly goon characters in this game. It was a fun run. The second level was good and I liked the sound effects when I was picked up by the hook. The health kit on the start cannot be reached later on, which was a bummer when I was low on health. I don't like much the flying enemies that make the floor hurt. The ability is more a speed bump than a threat.

A map would be nice, but maybe I'm too used to doom.

Submitted (1 edit) (+1)

Pretty cool game even if a bit too hard for me, and this comes from someone who's used to playing retro shooters on high difficulties. I think it needs some balancing, imo:

  • Melee enemies are way too fast.
  • Enemy AI for normal and big baddies is kinda meh, they seem very dumb. Try to have them have better reaction times and pathfinding and it should be much better.
  • The pistol really sucks, not very fun to use. Could it have just a bit of a higher fire rate?
  • Introducing multiple new enemies in the same room and having some of those lunge at you at high speed is not a good design choice imo. Makes it so either you know the level by memory or you die.
  • Since everything is grey, I had a bit of trouble spotting the shotgun.

Now, onto the cool stuff:

  • I liked the music.
  • The shotgun, it feels punchy and it's quite nice to use. The spread is, imo, as it should. Very fine weapon.
  • Level design made sense to me. Never felt lost or like I needed an automap.
  • I like the tone and humor. Having the tutorial being some posters for the enemies is a cool idea.
  • No hitscanners? Nice.

Overall I had some fun! I've uploaded a video of one of my playthoughs: 


Submitted(+1)

I beat the game, it was fun. Music and SFX are nice, or at least weren't annoying or bad at all. I still like the disparity of detailed environment but simple enemy design, it looks cool and gets generally easy to read enemy design at a glance. Level design was good, primarily the second level since I really liked the new zone idea and how it was laid out. 

Enemy designs are mostly good, but I couldn't tell  a difference between the pistol and shotty normal guys. Flying pig like guys are fine, but it feels like they close the distance too fast, so I had to crane my neck to shoot them when they showed up. Only issue with the weapons are what seem to be two weapons that are both rocket launchers, and how I wish the shotty would pierce enemies. Sometimes it felt like my shotgun should of taken down two guys, but most of them hit one guy and the other lives. Though maybe it would be too OP to just pierce with it, maybe as the benefit of a second super shotgun? The crosshair is a bit too big, at times it would cover up an enemy when aiming at it from across the room. 

Looking forward to next time.

(+1)

Absolutely love the enemy design, and the weird, grody sense of humor. The weapons feel great to use, though the pistol feels a bit weak for how scarce ammo for it is, and movement is clean without being overpowered. The level design is also solid, with just the right amount of side-paths and retracing while still being fairly easily to navigate.

Criticism time: the regular guys and shotgun guys look too alike, and the lava AoE left behind by the big flying guys is more of an annoyance than a hazard. Enemy projectiles can also be kind've hard to see, and even harder to judge where they actually are.  Lastly I don't know what you plan to do for the reticle, but the one you have now is a bit much. A simple blue dot would be fine, unless you plan on having the reticle expand based on the weapon spread.

Total Playtime: roughly 30 minutes. Kills: Didn't Count/Everyone. Secrets: All but the one that had a sign saying it's nearby.

Viewing comments 25 to 6 of 25 · Next page · Last page