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A jam submission

Disco DoomView game page

Submitted by WayfarerGames (@WayfarerDev), Verbante (@sonatuzun) โ€” 21 hours, 47 minutes before the deadline
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Disco Doom's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#14.0004.000
Overall#53.7423.742
Visuals#64.2734.273
How well does the game fit the themes?#93.9553.955
How well did the game make use of diversifiers?#103.7733.773
How much do you enjoy the game overall?#233.1823.182
Gameplay#233.2733.273

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How much time was taken?
Build 1: Recording was 02:59:57 ๐Ÿ˜ฒ but the actual time was closer to 02:55:00

Build 2: 02:12:59

Build 3: forgot to record! But about an 01:00:00 - 01:30:00

Use of theme?
All of them!!
Chain Reaction: Enemies explode, causing other enemies to explode
Negative Feedback Loop: As you take more damage, you get faster/shoot faster!
Novel Twist on a Classic Game: I made Doom, but added procedural generation

Use of diversifiers?
joined the discord
tweeted the jam
made a timelapse
doing a written postmortem this afternoon
uploaded the source
made a procedurally generated game
made the game react to the audio (not quite the dynamic audio diversifier, but close)
used randomness (procedural generation, plus enemy movement, plus enemy placement, plus player placement)
the game can be played by people who speak any language
the game can be played with the listed keyboard layouts
the game is readable with all forms of colorblindness
there's a pause menu with a load of sliders, which I think is in the spirit of the "menu" diversifier

Did you have fun?

Absolutely!!

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Comments

Submitted(+1)

Very good looking game!
Adding a mini arrow on the HUD to point to the nearest enemy/enemies would be very helpful

Submitted(+2)

Pretty cool game (saw the making of it on discord). Since this is randomly generated, it would always take me forever to find the last 5 enemies and when I do stumble across someone, they end up shooting themselves sometimes :P. It's hard to really notice the use of some of these themes but the music and visual effects were pretty cool

Submitted

Couldn't play it on my browser. Maybe you could provide a windows version?

Submitted (1 edit) (+2)

Very cool.  It can get a bit disorienting in the narrower corridors.  I actually ran into the same problem with SI, and I managed to solve it by making the areas bigger, pulling the camera back from the character collider and adding lights in the ceiling to provide some way to orient the player.  Otherwise really awesome!  You guys did a lot in 9 hours, and it looks and plays great!

Submitted(+1)

Very impressive for being made in less than 7 hours.

More specific feedback:

  • The particle effects look fantastic.
  • The music sounds great and fits very well with the game.
  • There seems to be an issue where if you escape out of the game the mouse wonโ€™t be captured again. Although, I got it to work eventually.
  • I donโ€™t think the pause menu hotkey should be โ€œEscโ€ as itโ€™s the same key that is used to exit out of full screen.
  • I found it a little bit confusing. I wasnโ€™t sure what was going on with all the โ€˜eโ€™s in the top right corner at the beginning (I later realised itโ€™s the number of enemies remaining). I also wasnโ€™t sure what the circle surrounding the crosshair represented but I feel like that might be related to the number of enemies as well.
  • It felt like navigating through a maze at times. Iโ€™m not sure if this was intentional, but if not, a mini-map would be a nice implementation.
Developer(+1)

Thanks for your feedback, I really appreciate it!

  • The particle effects are a pack I bought, I put that in the description of the jam - tried to be really upfront with it, maybe I needed to add big red text at the start of the game ๐Ÿ˜‚
  • @verbante will be pleased to hear that the music is good ๐Ÿ˜ they did a great job with it!
  • Yeah WebGL and mouse capture doesn't seem to work very well together ๐Ÿ˜ญ
  • And I definitely should've tested the pause menu in a build before submitting it! Worked in the editor so just assumed that esc would work just fine ๐Ÿ˜‚ in hindsight I should've remapped it
  • The e's were confusing, yeah, but once you work out what they are it's quite useful to know roughly how many enemies are left (for some reason it's always one or two higher than the actual enemy count). 
  • The circle surrounding the crosshair was your health! The colours of the whole maze also change to reflect how much health you have left โ˜บ๏ธ
  • A minimap would be super useful, yeah, unfortunately too difficult for such a short jam ๐Ÿค” will definitely add it in if I do a post jam version!

Thank you so much for the feedback, it's really useful!

This game is not really playable on a laptop with trackpad as you can't move and aim at the same time but I played as much as I could. 

The neon blue and orange made the enemies very difficult to see and it become uncomfortable to look at after a while. I like the fact that the enemies explode and presumably the idea is to create chains of explosions but I was never really able to make this work, at the most 2 exploded at a time. I can see the concept and think it could work really well but I wasn't able to get fully into it

Developer

Ah I'm sorry the experience isn't great on a laptop - I hadn't thought of that! Have you played any other fps games on it? If so, how do they mitigate that?

Visually it's super intense, yeah - I get that. In hindsight, probably toning it down a little bit would be good ๐Ÿ˜‚ creating chains of explosions was sort of the idea, but it's a pretty half-assed implementation. I didn't add enough enemies to make them clump together well enough, and they tend to prefer sideways "dodging" movements rather than moving towards the player, so it's quite hard to kite them to chain explosions! It's pretty satisfying when you manage to chain a few together, though, I promise ๐Ÿ˜‚

really appreciate the honest feedback, thank you!

(+1)

Oh I believe you that it's satisfying when it works, that;s what I mean when I say I can see where the game is going and what the concept is. 

With regards to FPS on laptop, I don't play them often but generally the only way to really fix it is to add controller support.

Submitted(+1)

I have no complaints aside from the severe lag because of my bad laptop, making the game hard to enjoy, and sore eyes.

Developer(+1)

ah that's sucks, sorry D: I'll try uploading a standalone build later, you might have more luck with that. WebGL sucks for performance, I turned the quality settings way down but it still seems to struggle on low end hardware! 

Yeah the visual theme is quite intense, sorry about that ๐Ÿ˜…

Submitted(+1)

This is a really fun game! making a 3D game in under 9 hours is very difficult and with as much polish  as this has, well I have no words. I will say tho I often got disoriented in the map but that's easy enough to over come haha. I do wish enemies spawned sontinuously or it had an end state so that I can restart a level since when I killed all the enemies I was just walking around waiting but honestly great game man good job! 

Developer(+1)

Wait you killed all the enemies and it didn't regenerate?! Once you've killed everything, it should make a new level with more enemies for you! ๐Ÿ˜ญ I'm glad you enjoyed it though ๐Ÿ˜ a disorienting map is part of the "charm" maybe? ๐Ÿ˜‰ I think a map would be a good addition, or maybe making it so tiles you've walked over change colour. Oh well, maybe I'll make it a full game! Thanks for the feedback ๐Ÿ˜

Submitted(+1)

Don't worry it was great I maybe just encountered a rare bug lmao and yeah please make a full version!

Submitted(+2)

Hi!
It's a pretty good game. I had a lot of fun playing it.
The changing colors with were a nice touch. The BGM was pretty good and suited the gameplay very much!
However, there are some things that could be made better. The enemies many times kill themselves with their own shots before I could even see them. The mouse sensitivity was also a bit too much and I pressed every single button, yet I couldn't find the pause menu to change the settings.

Developer

Thanks, I'm glad you had fun with it! You have to press escape twice unfortunately. Once to tell the browser to unlock the cursor, then again to pause it! I should've tested that BEFORE the final build, and remapped it to something like p ;)

Submitted(+2)

Crypt of the doomdancer;d

Pretty epic! Enemies can kill themselves by shooting?

Got to lvl4 I think, the mouse sensitivity was super high and a map would be cool, but other than that it was awesome!

Developer(+1)

thanks!! Yeah they can, it's a little bug but I kept it in because of the "chain reaction" theme - they can kill other enemies in the process! ๐Ÿ˜‚

level 4 is pretty good! You can turn down sensitivity in the pause menu ๐Ÿ˜

thanks for the feedback!