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A jam submission

CountdownView game page

FPS metroidvania - escape the facility
Submitted by Bochinator — 15 hours, 12 minutes before the deadline
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Countdown's itch.io page

Results

CriteriaRankScore*Raw Score
Relevance to the theme picked#243.1704.667
Execution#262.6043.833
Enjoyment#272.4913.667
Overall#292.5143.700
Sensory#312.3783.500
Metroidvania#331.9252.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Out of Time

Engine
Unity

Team/Developer
Bochinator

External assets
Assets used: - Breathtaking Vol 1 by Lufus - Casual Game SFX Pack by Dustyroom - Crosshairs Pack by OccaSoftware - Footsteps Pack by Bix_Sound - Low Poly FPS Weapons by JustCreate - Mixamo Animations - Sci-Fi Ambiances by Vincent T - Sci-Fi LowPoly FPS Character by Ryan - Sci-Fi Styled Modular Pack by karboosx - Skybox Series by Avionx - Watson Text-to-Speech

Prizes eligibility
LearnIndie, PlusMusic

Reference info
aidanboch@gmail.com

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Comments

Submitted

Nice job, this was pretty well done. I felt like it was not overly long, and I was able to finish with only 2 or 3 restarts. The stabbing felt a bit off because of some combination of enemy hitboxes and the speed of the animation, but I got it down after a few misses. I liked the dodge controls (even though i didn't use them very much.) I was a bit worried about the timer, but I had plenty of time when I got to the exit.

I think some kind of light or holographic sign to indicate which doors are unlocked and which aren't would be nice, as I kept running into dead ends trying to find the right doors.

Developer

Awesome, I'm glad you enjoyed it! I wanted to create a 5-minute experience. If you speedrun you can beat it in under 2.

I've had similar feedback on the knife but I'm glad you figured it out, animation isn't my strong suit. The game was originally intended for VR so it wasn't a consideration. Dodging isn't so useful right now, but it'll come in handy with larger or ranged enemies.

Yeah, consensus is that doors are too confusing. Something to work on.

Submitted

Fun entry! I enjoyed my time playing and escaped!

-The 3D environment was fantastic, you made some excellent AESTHETIC choices

-Stabbing A++. I stabbed so much LOL it was very satisfying to rip and tear and time the combat down

-it was a tad confusing to know where to go, and combined with the time limit I was almost *too* stressed out. I think some more landmarks would have helped me navigate

-I expected to get some kind of gun based on the reload controls, not sure if I missed that or not, but who needs a gun when you can STAB

- the grapple mechanic felt great, I utilized it to make final escape faster. It was very satisfying to be able to zip through areas I just ran through, great player empowerment moment!


Great work! Thanks for making this and congrats on submitting!

Developer(+1)

Thanks! I spent a lot of time designing the environment, and the grapple gun was by far the hardest thing to implement. I'm glad you liked it.

I intentionally made the level seem like a maze to cover the fact that it's actually quite small, but that's definitely an important feedback to consider.

There is a sidearm you can find by going through the vent found in the main room (on the same wall as the exit). I'm glad you were able to beat the game without it though! It was always intended to be optional.

Submitted
Deleted 133 days ago
Developer(+1)

I'm glad you enjoyed it. Once you get the grappling hook, go back to the main area and look for the crosswalk. It'll be on your left. Grapple up and walk into the orange particles.

Submitted

A solid premise and good use of assets, I always like seeing the metroidvania format applied to other genres (like FPS). Unfortunately, I was not able to make it very far. The design of the doors is too similar to a lot of other pieces on the walls, so I often couldn't tell whether I can go through a door or not. And combat with the knife is really finicky, so it is pretty difficult to get very far with it. But overall, this is a nice start! I feel like it could turn out great with more playtesting and iteration.

Developer(+1)

Thanks, I was inspired by similar games but wanted an emphasis on close combat. For the doors, I wasn't able to colour them based on whether they open or not - you just need to approach and see if they open. Also, knife combat is based on the knife's collider (which extends past the mesh) so you need get close to the enemies. I'll update the game page with instructions to beat the game.

Submitted

Whoa, I think you and I might have submitted the only FPS games to this jam. Overall this is pretty fun. I think the assets used work well together and create a good atmosphere. 

Some thoughts:

- I got stuck after finding the gun. I'm not entirely sure what to do after that, and didn't have much time due to the countdown. 

- It would be nice to have a way to adjust the mouse sensitivity (I forgot this for my game as well). The speed felt too high for me personally. 

- The knife fighting felt a little awkward, something to do with the knife only dealing damage at the end of the thrust. 

Good job!

Developer

Thank you! I just played Project COEUS and I loved it.

- Once you get the sidearm, head back to the large room. One of the doors leads to a small maze of corridors and rooms, filled with guards. At the end of it is the item you need to escape. The sidearm is optional to win but helps a lot.

- Yeah, I just didn't have time to make a settings page.

- Knife damaging is based on the knife's collider, not any specific point in the animation. You need to get up close and personal.

Submitted

Cool, thanks for playing my game :) . I'll have another go at playing through your game.