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A jam submission

Elevated JusticeView game page

High Speed Bullet-Time FPS
Submitted by AXiON (@marcelroodt) — 2 days, 7 hours before the deadline
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Elevated Justice's itch.io page

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Comments

Submitted(+1)

This is very promising.

It needs mouse sensitivity option ASAP, without it even with OS max options I can't get the most out of the aiming.

I'm not sure how well am I doing style-wise. maybe DMC style rating could work?

Once after resetting the stage all enemies aggroed on me immediately without doing anything yet.

Sprinting is weird with going always forward disregarding other inputs.

Maybe I could get used to it with better mouse sensitivity, but sliding camera could have less abrupt transition to allow to keep aiming. I can't see that much point to slide and dive, the way it kills momentum leaves me vulnerable in the worst possible way when compared to running and gunning.

Developer

Thank you so much for trying out my prototype!

You're absolutely right. The first points of feedback I noted that were important were some extremely necessary quality of life features. My mouse DPI is very high, which has actually degraded everyone else's experience. I know it's not actual game features, but these settings are coming in ASAP. Thanks!

I'm not planning on adding a scoring system exactly, since I want to leave it up to the Player in terms of how they want to play. While they're low priority now, I do want to add a lot more feedback and quality of life. Ironed out controls, a few more nice features (vaulting and off-wall diving), as well as a per-level breakdown of damage, hits, accuracy, etc.  Unfortunately, there are just so many more core features that need work. 

There are a couple of decisions I made early regarding movement, but it definitely needs refinement. New features always affect the balance of a game. Sprinting was locked to only moving in the general forward direction to prevent backpedaling. I think the slide camera is a little fast and needs minor tweaking too, but the slide momentum situation is a combination of grounding inconsistency and a get-up delay that's a little too aggressive. 

Thanks for the input though! I'll be looking into these and hopefully making it a lot more solid around my next DD. Hope you'll be able to try it out then!

Submitted(+1)
  • Good idea at its core.
  • Guns have decent animations for how simple they are.
  • I appreciate the amount of movement options.
  • The recoil is a little much. I have to aim at the floor to hit targets sometimes if I maintain firing.
  • Slide needs some work, it doesn't feel prolonged enough.
  • Slow-mo doesn't feel slow enough, might need a visual effect to go along with it.
Developer

Thanks for the feedback! 

Recoil is one of those things that needs to be both tweaked and better communicated, to be honest. I totally get that frustration.

Regarding slides and slow-mo, I share your points on this. They were implemeted extremely early in the prototype, and now they need more refinement. I'm not happy with the fluidity of movement (hotkeys, behaviour and overall utility), so I'm planning on making some very important changes in the short-term. I also have an additional change planned for slow-mo that should make it feel a lot better.

But again, thanks so much. I really appreciate you taking the time to try this out.

Submitted (1 edit) (+1)

Really cool prototype. I love the DHT-style ammo counter, please keep it the way it is. The dodge is very fun to use with bullet time, extremely satistying. Guns all have a nice feel to them, each is distinct and the reload animations are really well done for such simple graphics. I found the recoil to be fun to handle, using bullet time to lead in the bullets as the muzzle rose and I continued firing. I like that I can go full John Wu with a shotgun and/or MG and snipe dudes with the bolt action.

Wish the level was longer, I wanted to keep going. I would give an option to turn off the lowrez filter.

Double-clicking will cause semi-auto guns to fire twice, especially noticable with shotties. I'd just wait for another input until the fire animation is complete.

Developer(+1)

Thanks for the feedback!

That ammo counter is definitely staying that way. I'm glad you like it! I want more UI elements to look like that down the line, but sadly, there are a lot more higher priority features. Weapons are very much still temporary, until I get higher quality assets. But high quality animations are key for the FPS logic. The Weapon Animation system was the most recently fleshed out system.

A lot of the AI systems, and tweaks to Weapon Balance (including a Damage rework) are still required to really sell the feel. But it makes me happy to know it felt satisfying. 

For a future DD, I'll be planning on making a much better introduction tutorial, and a better level system. After AI, it's a top priority. A lot of quality of life features, and adjustments to the poor visuals are also high priority. I totally agree.

Oh, and that bug with semi-auto weapons was a bug that was meant to add Grace Time for more fluid firing. It's since been fixed, but remains broken in the demo. Thanks for pointing it out though!

Anyway, thanks again. I hope I'll have a lot more to give next time round, and that you'll check it out!

Submitted(+1)

Interesting concept.

  • the way ammo is displayed is nice
  • bullets feel too slow for such a fast game
  • friendly fire is funny
  • aiming and recoil aren't too satisfying, can't exactly pin point
  • didn't make much use of slow motion or combos
  • the movement set seems to complicated for my taste, I'd merge crouch/duck and sliding
  • the pixelized look doesn't look nice
  • How to play-text is hard to read

Getting minor Max Payne/The Opera/The Specialists vibe.


No commentary video.

Developer

Thanks for the feedback!

Admittedly, a lot of the visual style is incomplete because it's still really early in development. I'm not happy with a lot of it, so I hope you'll see it when it changes and develops further.

I also get where you're coming from with the gunplay and movement. I'm already busy changing the control scheme to make movement feel smoother. Gunplay is a combination of poor tutorialisation and balance. There's still a lot to be done in that aspect.

Overall, I know it's in a pretty rough state, but thanks for playing!

(+1)
  • The low resolution filter is awful. Some text is barely legible. Combining it with anti-aliasing just makes the game look blurry; old games didn't look like this. I also don't think a lower resolution adds anything to a full 3D game.
  • Mouse sensitivity is way too low.
  • I feel like the ammo display should be on the same side of the screen as the gun.
  • Movement feels slow and clunky. Sprinting makes you go forward even if you're holding backwards or not touching the movement keys at all. The dive barely covers any distance and locks you in place for a full second.
  • Shots from the bolt-action rifle seem to just pass through enemies half the time.
  • The bolt-action rifle shoots on its own sometimes.
  • Enemies are harmless if you're outside their tiny firing radius/have space to circle strafe, but damage seems unavoidable if there's enemies coming from multiple directions.
  • Not a fan of the vignette when sprinting.
  • The gunplay feels bad with the low projectile velocity, excessive spread/recoil, and anemic fire rates. The recoil also feels too slow and smooth, and it just tilts the gun upwards without pushing it backwards.

I assume it's just one level with nothing to do after killing all the enemies.

Developer (1 edit)

I can understand there's a lot of frustration in here. I think a lot of what's happening is early development + lackluster features. You really raise some good points though.

Regarding weapons, you're right. A lot of balance elements are poor, and need to be reined in. The recoil is all over the place after the animation overhaul, but I hear you. Oh, and the bolt action rifle's firing is a poorly programmed quality of life behaviour (believe it or not) that's not working as intended.

I don't like where the AI's at either. Tbh the Enemy AI itself is actually not even complete. That's why they go from a relatively harmless state to unloading on you. That's a big next milestone I hope to work on, so I hope you'll see it in a future DD.

Games missing even minor features like Mouse Sensitivity and Resolution settings (or settings in general) are super frustrating, so that's definitely something I'll be adding in time.

Hopefully you'll check the game out again sometime, and the game will give a clearer direction in what to do for the demo. For now it's barely a showcase of some super rough development.

But anyway, thanks for playing! I really appreciate it.

Submitted(+1)

Looks promising.

I like how the guns behave. It feels good. It reminds me a bit of VR games.

I got really bad lag spikes on my first life. But nothing after. Maybe there's some initialisation issues?

Developer(+1)

Thanks for the feedback!

I pre-initialise most scenes and assets, but I have a suspicion that it's the way that Godot actually handles shaders. I'll look into pre-compiling the shaders for various effects, especially the bullet impacts. I really appreciate it, because I've kinda forgotten that these annoying stutters exist.