Very nice. Please keep working on it -- the world needs more cyberpunk dungeon crawlers, especially those that have GUNS.
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Terminal Divide's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it incorporate the theme? | #13 | 4.040 | 4.040 |
Overall | #31 | 3.616 | 3.616 |
Gameplay - How fun is it to play? | #46 | 3.480 | 3.480 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #51 | 3.720 | 3.720 |
Graphics - Is the game aesthetically pleasing? | #73 | 3.640 | 3.640 |
Audio - Does the game have nice sfx and music? | #96 | 3.200 | 3.200 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Where did all the enemies download their aimbot? I want that too.
Seriously though, the enemies are just unforgiving. React so quick and shoot so accurate. If I had my crosshair on my cursor, they would all get destroyed.
Very fun game, the shooting was fun even with a grid-based movement. The cyberspace aspect was cool but it could've been a bigger part of the game. Overall, very impressive game.
This is really impressive for the little time you had. Liked every bit of it! 5/5
Wow, great job. I'm impressed you managed to get the shooting satisfying despite the lack of aiming. A bit of a jump in difficulty on the last level, although it made sense once I realized that it was the last level. Cyberspace felt a bit underutilized, but it's all understandable given the jam timing. I'd certainly play a version of this with more levels.
This was a super interesting take on the genre, probably the game I have enjoyed the most out of the jam so far, really well done!
Its quite fun to run around with an 100% aimbot with the enemies always dead center. :D
Its a very interesting take on the genre. I like the general atmosphere , the cyberpunk theme and graphics fits very well too. Gameplay like it was a bit hard, it takes me several tries to clear a floor. I died quite often and healthpacks seem to be sparse. The enemies unfortunately have an aimbot too, haha. Or maybe its just me and I am bad even in a dungeon crawler shooter, haha. :D
Still, I had quite some fun playing the game and blasting my ammo into their faces. :)
Very cool concept with nice graphics. I couldn't get the arrow keys to turn so it was a little bit difficult to play for me with WASD and spacebar since I am left handed. I had to cross my hands and that's never great in an action oriented game. Regardless, well done on this game! I hope to see you develop it further post-jam and perhaps add better controls for us left handed :)
Good theme interpretation too.
Thank you for the feedback.
That's interesting about the left-handedness. I actually playtested the game left handed and don't use the arrows at all and only use my right (dominant) hand for controlling my mouse for the UI. Maybe I've learned to use a keyboard weirdly? I do have a few things I'm ambidextrous with.
There seems to be two main camps with dungeon crawler controls - either strafes are the main keys (e.g. WASD is forward, strafe left, backwards, strafe right) or turns are the main keys (e.g. WASD is forward, turn left, backwards, turn right). I went with the prior as it felt more natural to me as a FPS player where the mouse is my turning control.
But thinking about it, it may make more sense to do it the other way. Particularly when you think about arrow keys - it's impossible to play the game just using arrow keys if left/right arrows are for strafing, but if left/right is for turning then you can.
Do you think it would be better if I made it with WASD working as is, and arrow keys work as forward/backward/turn left/turn right?
Are there other keys I could put the turning/strafing controls on that would feel more natural for left handed playing? Like if you're using arrow keys are there keys you'd prefer as the strafing keys?
This is a cool execution of the concept. I kind of wish this separate cyberspace idea was used more in other cyberpunk or sci-fi games. It is interesting how this is a real time game, and yeah like BrineShrimp I agree it's basically just a clunky first person shooter.
The encounters are pretty fun, but since everyone is basically firing in a straight-line (does the spread mechanic also apply to enemies? They only seem to fire in bursts so it probably doesn't influence them too much.) it's not very easy to avoid getting hit, it does also hurt that the enemies seem to respond pretty competently as well.
I know it's obviously not within the limits of the jam's requirements, but it would've been a better game had it been more like Wolfenstein3D style (or maybe a few concessions like a turn 180 degree binding or something). Although as is I found it pretty satisfying.
That's interesting, I'm a heavy FPS gamer myself so I did wonder if that FPS/dungeon crawler crossover might be jarring for some people, but I thought it would be a challenge to make it anyway. Would you say a game like Legends of Grimrock is also just a clunky FPS? That's also real time, and was one of my inspirations for how I made this.
Yes the spread mechanic does technically apply to the AI (sometimes you can see them hit the wall or ceiling beside you). But as you noticed they only fire in bursts, so it's in a pretty limited way.
To avoid getting hit so much, the best approach is to be further away from them. They're not as accurate as the player is (especially if you control your bursts well). You can also anticipate their moves and be ready to shoot as soon as they come into line or as soon as they come through a doorway. The shotgun on the second floor also lets you shoot them in groups and very easily hit them before they get in line to shoot you (obviously only use this at close range though, it's weak at long range).
The enemies would have been more dangerous if I'd had more time XD I haven't added any hearing mechanic to them, so you can shoot right beside them and as long as you don't shoot directly at them they wont notice. There's also some room for improvement for where they choose to move. I wouldn't have made the 2nd floor encounters so big if I'd had time to make the AI smarter.
I wouldn't say any real time dungeon crawler would qualify as a clunky FPS.
I'd say it's more like there are certain expectations of the gameplay based on weapons you can get. When you have ranged weapons that hit at effectively instant time at least my expectation is that the danger of instantly getting hit is compensated by having sufficient cover in the level design or strong movement mechanics to provide ways to counter the ability to get hit. Which is basically just things that encourage a faster pace of gameplay. It's just an association of that stuff with the flexibility of a different genre. I can't really buy getting like a railgun but like a greatbow would be okay (both are high damage but one uses a projectile, and at least to me it would be okay even if the projectile was very fast.), but on the other hand a hunting rifle makes sense to me but not a chaingun (high damage in one shot compared to higher damage over time).
I'm sure the difference in practical terms doesn't "mean" anything, but it feels different you know? I don't really know of any dungeon crawlers with automatic ranged weapons, usually they're either projectiles or semi-automatic.
Not sure if that makes any sense but that's how I see it.
It feels like a first person shooter but a clunkier version of a first person shooter. I wanted to interact with the game like a shooter by clicking mouse and looking around smoothly based on the weapons and interface and mechanics but I couldn't do that with the movement so I kept ending up in weird moments. I didn't understand how cyberspace worked at first or if I could shoot while in cyberspace. Overall the enemies and encounters seemed to be well designed.
It looks and feels fantastic! I love the concept.
I got stuck on the first cyberspace encounter though. Just needs a gentler onramp and you could sell this game on steam.
Great work. Very impressive for a short game jam!
(update: I would have given all 5's, but I see now that it's largely asset packs, so I give 4s instead. Still impressive)
Ahah it's not the first game jam I've made something for that a lot of people commented about the difficulty... it's always hard telling what a new player will experience with a game. I'll try to take it back another notch for my next jam.
Yeah it's fair to not give a high score on the graphics as I didn't make those.
Real time FPS plus dungeon crawler is an interesting combination, I found the game to be very difficult. I was not able to get past the first few doors! I would enter cyberspace to unlock the door, then my player would get whittled down. Often I would have to stand around and wait for the cyberspace to recharge.
Interesting use of the theme here! Great smooth movement implementation. Really good polished game, well done. A bit too hard when fighting drones at the beginning and i would love if you could add LMB option for shooting.
Thanks! I took some tips from the games jam intro on having the smooth movement to heart.
The first drone can be a little tough until you get used to it - but since you can re-enter cyberspace I didn't think it was too bad. Also, technically you can run right past that first one to get to the door switch and not even fight it.
Mouse control is a fair point, there are a few things I could do with it. As well as shooting/interaction mouse controls, I could add things like changing weapons by clicking on the weapon icon.
The available levels are good, you chose a setting which fits the theme (I like the "meatspace" name), the game is responsive and I like that the enemies are acting pretty well, this is not always easy to do in only one week.
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