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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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Submitted

https://www.twitch.tv/videos/2080161381

Don’t have many thoughts. Walls are grey. It was funny to realise I’m in a fastfood place.

Submitted(+1)

As a pro gamer, I selected Cultish and beat the hell out of those fools. Though thinking about it, allowing for the option of quicksaving or checkpoints on campaign start might be preferable for some.  I found the difficulty to be fair for  the challenge.

Gameplay is much the same as usual, but good fun regardless. Level design is pretty good, I liked the secrets that I found. It's more on the linear side, but that's fine.

Keep up the good work.

Submitted(+1)

It won't start for me. I gave it ~5 minutes and it just sat in background processes until I killed it from task manager. Logs:

Mono path[0] = 'C:/Users/MYUSER/Downloads/Cult of Damaskus 0.55F WIN/Cult of Damaskus 0.55F WIN/Cult of Damaskus_Data/Managed'
Mono config path = 'C:/Users/MYUSER/Downloads/Cult of Damaskus 0.55F WIN/Cult of Damaskus 0.55F WIN/MonoBleedingEdge/etc'
[Physics::Module] Initialized MultithreadedJobDispatcher with 15 workers.
Initialize engine version: 2023.1.11f1 (fbf46ad88f3d)
[Subsystems] Discovering subsystems at path C:/Users/MYUSER/Downloads/Cult of Damaskus 0.55F WIN/Cult of Damaskus 0.55F WIN/Cult of Damaskus_Data/UnitySubsystems
Split Graphics Jobs are not supported on Direct3D 11. Reverting to Native Graphics Jobs instead.
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA TITAN Xp COLLECTORS EDITION (ID=0x1b02)
    Vendor:   NVIDIA
    VRAM:     12139 MB
    Driver:   31.0.15.3623
Begin MonoManager ReloadAssembly
Submitted(+1)

I played in cultist difficulty, I was defeated when I take a plunge in a hole full of enemies, I like the difficulty and how fast paced the combat is, but returning to the beginning  of the level was a turn off, I think it should have a  checkpoint system. Also the kick is very weak, not worth it, melee should be  a high risk/high reward, specially when enemies are able to melt your life in seconds.

Looks promising, keep the good work.

Submitted (1 edit) (+1)

The kick feels too weak to be an effective combat option once you're out of ammo. It comes out slowly, doesn't do much damage, and usually leaves a long window for the enemy to hit you themselves once you get close enough to use it. Too much risk for too little reward.

Apart from that, I love the setting, and the gameplay feels snappy and retro as it should. The decision to use projectile bullets instead of hitscan was great; dodging them feels satisfying and adds depth to the combat loop. Well done!

(+1)

This is very promising !

Gameplay is fun, although pretty hard, even easy mode can be tough if you're not careful. Health and ammo are barely enough to finish the level, but maybe that's intentional. 

Environment is a bit bland right now with grey bricks everywhere, also the music is really anticlimactic.

For the record I had the door bug on version 0.55E too, but 0.55F fixed it.

Looking forward to see where this goes.

Submitted

Very happy to see another boomer shooter. It's a pretty good start. The idea of a corporate boomer shooter set in fast-food joints, with corporate friendly music playing is funny, although the music does kill the vibe a bit. The gunplay is pretty solid. Enemy ai is good too. I think currently, the game is too punishing against more reckless gameplay styles. To beat the level, I had to play sneaking carefully around corners and picking enemies off, when I'd prefer to be running and gunning. I solved this in my boomer shooter by reducing the damage output of enemies, but having a lot more of them. There's a weird bug with the movement, where you can tell its stuttering slightly. Level is a bit mazelike, but probably because its mostly using the same textures. I'm sure once there's something to differentiate different areas, it'll be better. Looking forward to seeing this progress!

Submitted

I beat the level without any issue, version 0.55E. All of the doors worked fine for me. 

I loved the idea of a fast food restaurant level, the cultists fit in perfectly in that setting and it's reminiscent of the Duke Nukem movie theater with the waist-high counters and trash cans everywhere. It's great!

True to the nature of the setting, I don't think I was ever in short supply of fast food to replenish my health, but ammo was a little scarce. 

The discount suicide sign was pretty fun too. I wish there was more stuff like that although it would somewhat make the tutorial posters stand out more.

On that note, I do wish the graphics were more flashy in general, but I'm unsure as to how that would affect the overall aesthetic you are going for. Also, I was totally expecting interactive restaurant stuff like a grill that dispenses a hamburger pick-up, a deep fryer rack that goes up and down, etc. The secrets are pretty good though.

What's going on here? Actually, don't tell me.

I also found this one, do cultists sit on the toilet backwards? The mysteries continue piling on. 


You saw my post in the thread, but I'll post here too.
Liked: Humor
Disliked: Gameplay

Gameplay felt too basic. It's got what, dodgeable bullets? Since you've got a kick, maybe add kickable physics objects. Kick the bullets back, maybe?

Submitted(+1)

it has that nice boomer shooter level layout i aspire to achive. great shotgun sfx, really makes the whole thing

i will keep an eye on it

(+1)

The game is enjoyable, the shotgun is very satisfying and I liked the enemies screams.

The level is a bit dark though but otherwise very nice. 

Developer

If you have trouble with the first unlocked (brown) door playing a sound but not opening in version .55e, please send me your player.log file at \Users\YourName\AppData\LocalLow\Team Puzzle Games\Cult of Damaskus\Player.log. Thank you.

Submitted(+1)

https://upaste.de/raw/d3c

Started a new game on Easy and just beelined to the door and spammed use on it before quitting.

Developer(+1)

Thanks a ton, looks like this revealed the problem. Hopefully I can actually fix it this time.

Submitted(+1)

Pretty good, love the screaming! Im not sure what happened in my second run, i got the minigun but when i got to the room with the hanging legs/meat it was gone. Was it like a temporary pickup? When switching weapons it looked like i had an assault rifle, just to find "Assault rifle" a few seconds later.

Didnt make it to the end because i ran out of ammo and was low on health around those red streams (is that blood?). So guess i gotta get better and use my comparably hd textured foot more to kick ass.

Submitted (2 edits) (+1)

Didn't get very far, in .55a the first brown door was bugged (made sound but didn't move) and in .55d the debug door at the beginning works but the entrance door is still bugged. Other than that the new pistol is nice and feels punchier, even if I miss the glock.

EDIT: Went back with F having the doors fixed. Flow of the level is nice never really got lost even in the more open areas despite most of the area looking similarly grey. The new pistols are definitely really good, especially when dual wielded, as I went back to them consistently even when I had ammo for other guns. The harpoon chainsaw is a fun addition. The leggy guys felt like they had more reach than they should and hit earlier than their animation would suggest.

Submitted(+1)

This level’s really coming together. I think if you turned on Ambient Occlusion or baked it into the lightmap that would really tie everything together, I rely on that a lot in my game. Also look up how the Quake community does trimsheets (especially the Makkon ones). It’s a lot of fiddling around with UVs to apply them but the results are amazing.

Reminds me a bit of The Citadel, just less horny because the bad guys are coomers instead of the dev. I think you’re on the right track, keep it up.

Submitted(+1)

I like how you can dodge bullets. The shotgun feels satisfying to use. The music’s good. Love the legged enemies. Kind of wish there was an option for melee but so far it’s all right. I loved the sprite bill boarding for the trash cans and for other stuff.

Submitted(+1)

I didn't get far, this door cannot be opened. I can hear the open door sound but nothing happens, I know I had some similar problem with one of your elevators in an old version.

Developer

Thanks for trying it out. I'm not sure what the cause of the door issue is this time around, but I pushed a potential fix in v0.55d with a door to test right at the start of the level. If you don't mind testing it to see if it's fixed, I'd really appreciate it. Thanks again.

Submitted(+1)

I see you're farming downloads, this is the 3rd time I'm downloading it. Very  clever... Haha. Anyway, the test door at the start works for me.

Developer

Thanks a ton for testing that. Hopefully this issue's finally taken care of.

Submitted (2 edits) (+1)

Good news, the door works! Bad news, both of these do not work. 


Luckily I could jump inside just fine. I played it through on cultish, my impression of the game was a lot better now than the last time I played it. This level flows a lot better and has less cramped corridors. Relies a bit too much on ambushes I think though. Shotgunners aren't used very interestingly, their placements can be better. I think this is supposed to be an early level and should be shorter, fighting the same 3 enemies is fine; but it starts to drag on. Ending it by entering the Discount Suicides or so would be better. I only got half of the secrets, fuck.

The AI is dumber. And thats a good thing! They feel funner to fight than before, and very Doomlike. Good.

Blood splatter is great, the particles stop a bit abruptly from the exit wound (if that makes sense). A thinner strip coming from the body, joining up with the rest would be good I think. Put some bullet holes into the corpses.  Bullets need impact effects when hitting walls.

Remove the use button! Having the kick also activate things would be funnier.

Fog is nice, but should probably be a bit weaker so you can see further.

Normalize that movement vector. Unless it's intentional.

If you'd like to differentiate yourself a bit from DOOM you could always make the end and start points of levels not so obvious (or completely continuous with some kind of level streaming), kind of like in Half-Life with checkpoints. Say you'd enter the Discount Suicides and turn a corner in a corridor and it would load up the next level quickly. It would further the deranged feeling of the game by having it feel like it just keeps on going.

Good work, its nice to see you improving. It sucks less!

(+1)

Nice, did it at max difficulty second try.
The looping levels was nice and the secrets were cool too, the megasphere took me a while to figure out.

Love the harpoon chainsaw but I wish the stagger was better so it could deal with lone kickers better.
Still it's good to have a melee weapon for the bigger levels.

I'm pretty sure I combed the level, got all secrets and stuff, but I still had like 5 unkilled enemies, maybe they fell through the map like this lil guy? 


Anyway, good level!