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Progress is going well. I feel like I can't say a lot, since more progress needs to be made. But so far it feels good to play
Looks really good. Like the open-ended level design and weapon feel. Good progress from last Demo Day.
Surprised this much is possible in libgdx! Very fun (especially compared to last demo day). If there's a way to press the button at the end it should be more obvious (I tried all I could think of, especially the default 'E' for FPS's). I did get it to press, but I'm not sure which button it was.
Right from the bat, with the movement, the way the screen flashes when you pick up items, I felt like I was playing Quake. The movement feels great, the weapon is fun to fire, and the music is fitting.I assume this is on your radar, but a crouch is absolutely needed. I was really trying to fish under tables for hidden items and found that I couldn't.It also seems really difficult to dodge enemy fire. Sprinting and strafing and bunny-hopping like a madman and I was still taking quite a bit of damage. Maybe I was missing something strategy wise, but I couldn't seem to find a method of engaging enemies that didn't result in me eating alot of angry-computer-bullets.I won the confetti though, so it wasn't too crazy difficult. While I understand how much of a pain netcode could be, I -really- hope to see a co-op or deathmatch mode someday.Good work
Yeah, there's no actual lighting on the lightmap yet, it's just he AO pass. This level will be more of a bright, dusty Mad Max style opening, with the later levels having you go deeper and darker into the city