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A jam submission

PurgatoryView game page

Don't shoot unless threatened!
Submitted by GameSalutes (@GameSalutes) — 2 days, 41 minutes before the deadline
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Purgatory's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#1783.5003.500
Theme#1853.5713.571
Story#2312.7862.786
Mechanics#2363.2863.286
Aesthetics#3583.2863.286
Sound#3722.6432.643
Music#5631.7141.714

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
1

Did you use any existing assets? If so, list them below.
Unreal Starter Content, Infinity Blade Assets, and GameDev.TV assets from Unreal courses

Link to your source?
https://gitlab.com/gamejams-public/gamedevtv2022

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Comments

Submitted(+1)

I liked shooting nerf balls, that was fun :)
You know it needs work but good start mate.

Submitted(+1)

Nice idea. Was very bad with shooting in this one. Nice work for getting this finished during the jam.

Submitted(+1)

Yay more UE developers ;0)

Really enjoyed your game.

My only suggestions would be maybe a bit of background music, other then that really great game.

I didn't make it to heaven after a few attempts, gonna need to brush up on my programming fundamentals ;0)  

Submitted(+1)

Hehehe, very biblical concept, gaining your ticket to Heaven by defeating demons in Hell :D. Having done the UE C++ course myself, I can see where the final St. Peter's test is coming from :D.

One little thing you may want to check, the collision of the rocks doesn't exactly align with the mesh, making it so your projectile collides with "invisible" walls, even though it looks as it should go through (I mean, even Battlefront games have this issue :D). You could add a widget with just a dot in the center for a bit of aiming feedback as well.

I had fun with the game, cheers for a nice job!

Developer

Thanks for the feedback!  Was hoping a fellow Unreal student would find the last part :)  Yeah, I did the map build out in the last few hours of the jam.  While I was play testing noticed those arches had collisions set up that didn't let you walk through. I tried to compose some collision primitives manually to get it to align right but couldn't quite get it 100% to my liking.  

Developer

Wow!  I actually had the ShowHUD call in there but for some reason it doesn't work unless I move it after the gameplay unpause call. Possibly because you cannot add widgets to the viewport when the game is paused but can remove them still?

¯\_(ツ)_/¯

https://gitlab.com/gamejams-public/gamedevtv2022/-/commit/ea05443f2a3859b4813419...

Submitted(+1)

just as fun as the first time I tried it. The levels look more fleshed out and you've added added a couple different quiz questions at the end. well done. 

I did find a small bug. if you pause at any point then resume the game. Your hud no longer displays

Developer

Thanks for the feedback and the second play through!  Didn't notice the pause bug before.  That should be easy to fix.  Going to submit another patch.  I actually didn't add new quiz questions after my original submission a couple days before the end of the jam.  There are 10 in total and I pick three randomly each time to add variety. 

Submitted(+1)

Played and rated.

I jumped when the first enemy attacked me, the sound was so loud and it was unexpected lol!
Good job for submitting your game for the game jam!

Developer

@icameran @fatpiratecat @blackboarsoftware Uploaded a bug fix version 1.0.1 that addresses your noted issues: Quiz show typo and it was the suicide detection I added that was buggy resulting in an evil meter penalty instead of a reward.  The idea of the suicide detection is to penalize the player if they get a green good meter and then just let the rest of the enemies kill them.

Submitted(+1)

Cool concept and execution. Lots of really tight mechanics. I was pretty terrible at it but I still had fun haha

Submitted(+1)

Thanks for explaining the beginning level mechanic in the comments. I wasn't sure in the beginning that you were supposed to die - and that the progress bar determined whether you go to hell or heaven.

Nice theme implementation into your game after all.

And fun lil quiz at the end - (but isn't it called derivative instead of integral?)

Nice show of mechanics using shooter mechanics, AI logic and UI elements. Keep up the progress!

Great job creating a game and submitting!

Developer

Oops! You are right about it being the derivative and not integral :)  In my mind I had it backwards. Will fix that in the next patch.

Submitted(+1)

Ah, programmer's humor. If only I knew there were different types of sorting :D. Hell's better.

Submitted(+1)

Great submission! Love the feel of the shooting and the bullets. I too was getting a few evil points when I was only killing armed people who first shot at me and not sure why. Great game and has an awesome feel to it!

Developer

Thanks for letting me know! I didn't notice this when testing but you are the second one to note this. Going to take a look at that code again. Will post a fix if I find the issue.

Submitted

Thanks for explaining the mechanics in the comments. I got the same issue of racking up evil points when killing armed guys. But I think the issue is that it is just displayed as red in the beginning - as soon as I got over 50% the bar turned from red to green. I think this is the confusing part, but your code for good and evil should be fine then!

Submitted(+1)

Cool entry! I really like the idea. I couldn't make it past the "hell" level yet though, It's tougher than it sounds! Still a fun game, good work :D

Submitted(+1)

You made the right choice by using projectiles that bounce and drop quickly. I was trying to play it as a normal FPS as first, but when I finally engaged big brain mode and started bouncing projectiles around... that was a very satisfying moment of organic learning. I was very confused about the first level, however. I kept shooting only when shot at, and I would still rack up evil points. Is that working as intended?

Developer

Thanks! It should be. I didn't make any last minute changes there and tested the last build, but will test again just in case. 

You can only shoot at an enemy if they already have a gun.  If you hit an unarmed enemy you get an "evil point" and  then they equip a weapon and start shooting back at you in self-defense and killing that enemy doesn't give you a "good point".  You have to die in the first "purgatory" level.  The enemies spawn at an increased rate and at an increased probability that they will turn into a bad guy, so eventually you get overwhelmed and die.  If you let an enemy just kill you, you get an "evil point" as the game thinks you are committing suicide.  If when you die your meter is green (50% or more toward good) then you get promoted up; otherwise, you get demoted to hell and have to battle your way through.  There are three stages to the game with the first level being the middle proving ground.


  I will say I added a lot of designer levers to the purgatory level and some stuff may be unbalanced.  Just realized that "suicide" means letting an enemy hit you three times in a row which may be unfair if you survive a long time.