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A jam submission

Camp Death - InitiationView game page

My submission for the Gamedev.TV Jam. Themed "Death is only the beginning"
Submitted by Petraefa — 1 day, 3 minutes before the deadline
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Play death Camp

Camp Death - Initiation's itch.io page

Results

CriteriaRankScore*Raw Score
Story#2122.8442.844
Sound#2433.0003.000
Mechanics#2793.1563.156
Theme#3323.0633.063
Fun#3393.0943.094
Aesthetics#3513.3133.313
Music#4342.4692.469

Ranked from 32 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?
One

Did you use any existing assets? If so, list them below.
List Of assets used. Unreal Engine Marketplace Assets. * ALSV2 Base locomotion sequences. (Idle, walk, run, starfe left, strafe right, run backwards and jump) * Maxim Bugrimov's Adventure Character(Premanently free content) * Military Pistol (And flash particle) * Animation starter pack * Starter Asset template pack * Some engine content template sounds. Audio Used * Music made by me * Some sound effects made by me * Base Velocity sound from Sonnis royalty free audio library (GDC) yearly free giveaways) All epic content fall under the standard epic licence agreement. For use only in unreal engine. Source code provided as is and is for tutorial purpoces only. Please contact me at petraefa@gmail.com if you would like any more information or queries. Petraefa List Of assets used. Unreal Engine Marketplace Assets. * ALSV2 Base locomotion sequences. (Idle, walk, run, starfe left, strafe right, run backwards and jump) * Maxim Bugrimov's Adventure Character(Premanently free content) * Military Pistol (And flash particle) * Animation starter pack * Starter Asset template pack * Some engine content template sounds. Audio Used * Music made by me * Some sound effects made by me * Base Velocity sound from Sonnis royalty free audio library (GDC) yearly free giveaways) All epic content fall under the standard epic licence agreement. For use only in unreal engine. Source code provided as is and is for tutorial purpoces only. Please contact me at petraefa@gmail.com if you would like any more information or queries.

Link to your source?
https://drive.google.com/file/d/1q1ByFjmRSnxfoAgQasA7wah2i3RoRFXb/view?usp=sharing

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Comments

Viewing comments 30 to 11 of 30 · Next page · Last page
Submitted(+1)

I had some good fun with this one! I think it's the only horde based shooter I've seen.

Some random thoughts:

  • From the main menu, in the controls list, C is listed for both 'Switch view' and 'Equip pistol'. 'Equip pistol' is correctly listed as Q in the controls list of the pause menu.
  • Nice effects in the widget titles!
  • I like the minimap, it's very informative.
  • Great storytelling with the orbs!
  • After the target trials, I wasn't sure how to advance, In the end I figured out that I had to interact with the information wall by looking at the minimap, but it could help to have some kind of indication, or have the wall trigger automatically.
  • In the horde fight, it may be helpful to indicate how many hordes there are in total (for example, Horde 3/ 5, or something like that). It's perfectly fine as it is, I found myself wondering about my progress in the middle of it.

I liked the navigation of the maze, which could have been a nightmare, but was made very pleasurable by the great mini-map, and by wanting to find more of the orbs to get extra story tidbits.

When it comes to shooting, it worked well, but I wonder if you could benefit from some Bungie-like stickiness. For example, just as an idea, how I would approach it:

  • You could have a line trace going from the the point from where you are shooting (I guess the camera, but could be the gun) into a decent distance like 1000 or something like that.
  • If the hit actor has a tag "shootable" then you can reduce the yaw and pitch speed (I think it's those two) to make the mouse move slower.
  • If there is no "shootable" actor hit, then you restore the original yaw and pitch speed.

I had fun with this one, both in the exploration and the shooting aspect. Great job, and keep at it! :D

Developer(+1)

Thank you so much for playing, glad you had fun. I'm gonna look at that tip you have for the gun with the yaw and pitch adjustments when shooting. Might be a better option instead of adding animation. Was having issues blending the anis so left it out in the end cos looked worse hahaha. 

In fact I am using an interface for the trace which checks what it hits and then does interface calls accordingly so adding it wont be hard, just getting it to look right will take some time playtesting but I'm also considering using ALSV2 and and replacing the whole animation system or redoing it while following a c++ tut I have.

I would like to look into that audio driven gameplay like you used. It looks quite interesting so I'm gonna be doing some googling on that and I might drop a message by you if that's ok, ask a few questions on how and where etc.

Big thank you for the feedback, really appreciate it and thanks again for playing. 

Submitted(+1)

The audio system in my project is done in a very manual way at the moment :D.

I will make a proper dialogue manager and update the project with it soon, I'm waiting for the rating period to be over before I submit any update.

I'll let you know when I have it implemented, so you can have a look if you are interested (I'll keep updating the source code as well).

Submitted

Fun game, I wish there was more control tutorial as I had no idea how to draw my gun during the first minute of the gun trial. But the encounter was fun, horde mode was actually difficult and then it really wasnt. Cant wait to see what you make next!

Submitted

I like it. The character controls and gameplay are nice. And it would be better if the frequency of the maps in the maze was a little less.

Submitted

Thanks for the game. I am no FPS person, but I liked the movement and the way you designed the level with the maps. Great submission.

Submitted(+1)

I liked that I could pause and look at the controls to remember them.
Its a solid game but not really my style anymore.
What I really like is how you did the maps, I think I'll use that in the future.
Thank you for a good game.

Developer(+1)

Thanks for playing, I really appreciate it. Very happy you like the maps :) That's something I wasn't sure fit or would work. :)

Submitted

I liked the story and dialogue, it kept me engaged. I didn't understand how the gun worked while doing target practice and knowing the controls would've been useful. Other than that, I liked it. Good luck with this game!

Submitted

I do want to play this, but this is my first time trying to download a game out of unreal engine, and I can't seem to open the file, is there a specific way to run the game?

(+1)

fun game, I like it, well done

Developer

Thanks so much. I really appreciate it. :)

Submitted

rating basef off watching MetalStorms stream.
Great mix of things to do in this game, searching the maze, collecing coins, shooting range, Hord trial was preaty fun to! So much to it!
Liked the wall maps too.
Great job! :)

Submitted(+1)

Well done! The game ran smoothly even when the graphics were high. There was a very accomplished atmosphere that reminded me of classic shooters. Some feedback:

- I would include some kind of minimap or map that you could take out instead of having several hanging on the walls. That way you would have more realistic feeling of wandering through a maze.

- There were some game mechanics that I didn't quite understand. Like what the Soulforce was for or why you needed to buy a body at the beginning.

- Would be great to have more weapons with theirs animations, visual and sound effects.

Great work! Had to be a lot of work and learning. Hope you develop it further :)

Developer

hank you so much for playing.  I think it was only 1 of the orbs that tell you what soulforce is for, definitely not enough. But Soulforce is your strength to possess a body in the world. In the game you never die. You are dead but without a body and have to buy one. When soulforce is empty you have no body and have to buy a new body. The idea was to make that you could purchase different types of bodies with different skills. I over-scoped for the jam way to much hahaha

Thank you so much for the feedback. Definitely gonna be looking at working on it and getting a more fleshed out version. 

Developer (1 edit) (+1)

Thank you so much for the kind words. Lot's of kinks here and there but I have been gathering some resources and references so i can work on environment  and flesh it out a bit more and see how it goes from there. From next week my stream will be back to what I was doing, learning unreal and tryna make stuff and I will most likely be working on this game.

I played your game on stream Playing submissions for the Gamedev.TV Game Jam https://itch.io/jam/gamedevtv-jam-2022 #GDTVJAM - Twitch  at approximately  1hour and 20 min in. :)

Submitted

oh wow cool I'll go watch it tomorrow. that's a new experience for me : )

Submitted (1 edit) (+1)

OMG thank you for rating my game so I could find yours it is so good! writing this in less than 1 min but have so many great things to say about it. Not going to dwell on the quality markers because it is aces all the way through. Please make this game into a full fledged release. I am planning to go back and donate and if you did something like steam greenlight for a more fleshed out edition lmk because I will buy. innovations I appreciated, the progressive interaction of dialogue and exposition built in, the store that appears where you need it, the two trials just had some really fun ideas esp the marksmanship one. was like quake meets the secret island of Dr. Quandry. love it love it love it. 

Developer

Thank you so much for playing. Yeah, adding the maps is something i learnt from the last gdtv jam. Made a huge maze with 800 pickups you had to find before you could pass. Probably the worst experience in a maze ever hahahaha.  I'm actually gonna go download and play Valorent to see what you talking about. That sounds so cool. Maybe pickup a few pointers as well. :). Also been thinking hard on expanding on it. Won't have a deadline so will be able to take my time and make it smoother and more. 

Decided for now after the jam I will continue on it and get it to what i initially pictured and then take it from there after getting fresh feedback :)

Thanks again for playing and the feedback is super helpful. :)

Submitted(+1)

I liked it. A lot of unreal games on here didn't have very good performance but yours ran perfectly. I enjoyed the mechanics you made where you have to buy a body to interact with the world. I never liked mazes much so the fact that you included maps and indicators helped me find my way around. Clearly a lot of work went into this. The gun needs feedback (much like my own game)  but what you had did the job and shooting was fine. It reminds me of valorant's practice range and aim labs, so I felt right at home there. Overall nice game, you could expand this more.

Submitted(+1)

Cool game! and it even ran on my potato PC. I liked the wolf3D / early FPS vibe with the 2D mazes - and the 'YOU ARE HERE' signs were great for the hard of thinking (i.e. me). 

Would have been nice to highlight what to do next after beating the trials - I wandered around a bit after clearing the shooting gallery - not realising I needed to activate the wall with the text on it to continue.

Nice game overall.

Developer (1 edit) (+1)

Thank you so much for playing. So glad you enjoyed it. And a very big thanks for the feedback. That's something I must definitely look at improving. Of course it will run on a potato pc. It was made on a potato pc hahahaha

Submitted(+1)

Good game, well made.

I was a little confused at first, didnt seethe shop and was wondering around without a body for quite some time, once I figured it out I really enjoyed it.

Developer

Thank you so much for playing. I'm glad you enjoyed it. I definitely needed to add more in regard to visual direction for player.

Submitted(+1)

Fun FPS, clearly a lot of work put into this. Great job, well done!

Developer

Thank you so much for playing. So glad you enjoyed it. :)

Submitted (1 edit) (+1)

If I had one word for this game… I’d say “ambitious.” It feels like you shot for the moon. I like arcade games in these jams, but I love when people go all out on narratives. In that regard, you don’t disappoint here.

I played this game in Linux through Wine, and I had two main bugs. For one, the Presences are rendered below the skybox layer in priority. Combined with short culling distances, the sky regularly clipped through them. I also had a bug where the gun model was invisible– not sure if that’s because of my setup or not. Otherwise, the game worked as intended.

I was pleasantly surprised by the locomotion and love that you incorporated a Soul Reaver style approach to death where you purchase a replacement body. Unfortunately, there isn’t much to do with either the ammo or coins and the amazing shopkeep voice had no real purpose in game. I felt that the bugs could use better reactions to bullets.

I also appreciated how the Presence view lacked any kind of view bobbing or anything. I got comfortable with that perspective thinking “Okay, locomotion is basic, just a jam game…” then BOOM, I’m using a locomotion system with accurate sway and can go third person? I loved the body shops with the bells and the sheer number of dialogue lines you crammed in there… it gives the world a lot more personality.

My biggest frustration with this game comes from the level design. In both cases with the trials, I completely missed the doors and checked every inch of the map as both a presence and in a body to find out where I was supposed to go. I wish there were more lights pointing in the right direction and better uses for the coins than “skip past this area.” This is obviously a ten day jam so issues are expected.

I really enjoyed my time with this game and wish there were a little more in it. More importantly, I think you could probably do a lot more with the ideas in it with more than ten days– but for now, this was a really interesting project that I enjoyed my time with. Awesome work on the submission!

Seeing the Continue button that is “not ready yet” might be the cheekiest way to tease a postjam version I’ve ever seen. If you do continue the project, I’d love to see it.

Developer(+1)

So glad you enjoyed it and really love the feedback.  I don't know much about how mac and windows are different but what you describe sounds like the post process I used to create the fog effect. It's an unbounded postprocess that uses the culling and depth. Very very very cheap on resources so very efficient for creating fog. Not so easy to control color though but still in that regard. My guess is the mac doesn't read it the way its intended and that causes the issue you were having. 

I do want to expand on it so that will be something i will have to look into. I totally agree with you, there is not enough feedback for the player to know where to go and iI will definitely improve on that.


I'm actually seriously thinking about remaking it after the jam results but planning it properly and rebuilding from scratch.

Initially wanted the shop to have more than 1 body. You could have a variety to choose from and then the story would also develop even more. Different bodies could have different skills or abilities etc. But when it came to doing the coding i realized i would not have enough time for that hahaha. 

Thanks again for playing i really appreciate it and if you tune in on my channel every now then I'm sure you will see me remaking this soon. :)

Submitted(+1)

In my case I was playing on Linux, it’s tough because it’s hard to know for sure when a rendering bug is just down to the game’s time constraints or specific to my system. I want to give useful feedback, but sometimes it’s just entirely my problem to deal with.

There’s another game entry in this jam called Outer Darkness, a horror game that similarly tells a story through a linear set of areas to explore. I would highly recommend taking the way they’ve done lighting as reference because the work there is masterful.

I completely understand the shop limitations, and the moment I saw the layout I immediately knew your intention was different bodies with different prices and stats. For what it’s worth, getting a complete linear narrative adventure with as much content was on offer is still impressive for a solo ten day effort. I’ll be watching to see where the project goes, good luck on your future endeavors. :)

Submitted(+1)

Good game, with good graphics. You should work a little on guns feedback, but it's a lot of work! 

Nice done, enjoyed it!

Developer

Thanks so much for playing. I was a bit wrong my organising. Left the weapon animation for last and ended up with no time to add it hahaha. So glad you enjoyed it. 

Submitted(+1)

Saw your game, it looks like a very big amount of work but there is also a big amount of assets oO  - what should I say - well pieced together :) No problem with assets on my side - I just felt a little empty some times...

Developer

Thanks for playing. yes, most definitely not enough content. I spent too much time coding and too little time on environment. More props would have made it better. Some vegetation maybe even. Thank you for the feedback :)

Viewing comments 30 to 11 of 30 · Next page · Last page