Really cool aesthetics and premise here-I enjoyed playing through all three of the levels. I'd be curious to see how your game would play differently if it focused more exclusively on the FPS mechanics, the puzzle-solving mechanics, or the intersection of those. Right now, both the FPS and puzzle-solving mechanics are present, but they feel disjoint and independent to each other. I think you've got a strong foundation in here, but it might take some more iteration to make the game really shine. Thanks for making and sharing it!
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Yeah! Let me try to explain.
After I finished the game, I was trying to consider whether this was more of a FPS game or more of a puzzle game since it combines elements from both. I wasn't sure.
The first level leaned FPS-heavy but those aiming/shooting mechanics weren't involved in solving the puzzle other than helping the player survive and unblocking the way. The second level required using FPS skills to survive and solve the puzzle, which I thought was a really great way to tie both genres together. The last level didn't involve FPS skills to solve the puzzle.
The FPS and puzzle mechanics felt disjoint to me because the player isn't consistently using their FPS skills to solve all of the puzzles. I think the second level did a good job of requiring those skills, but the first and final levels could be solved even if there weren't any enemies spawned on those levels.
I think you've got something special here, but I do think the game could be stronger if it was more focused towards one genre or the other, or if the game really leaned into combining the genres: e.g. consistent combat in every level and requires FPS skills to solve all puzzles.
What do you think?
I see what you mean!
Perhaps the thinking process behind the game design caused this that you're explaining. Last year, my entry performed well in art but not much in the fun experience of the game, so I focused on the main mechanics first this year to try to improve my game design (which was developing 3 well defined puzzles).
Then, I thought that once the core game loop was done (enter level - do puzzle - exit opens) I started to think how to enrich the experience with fps elements, so the player would have some fun during his journey towards the puzzle.
Since I draw ideas from doom eternal and deathloop focusing on making it work in isolation, it resulted in the fps elements and art being developed separated from the puzzle ideas and I never thought about integrating them together. At all times, the fps, art and sound elements were enriching the experience around the core loop (at least in my head).
Now that you mentioned and I think of it, indeed even doom eternal connects the dots making you shoot buttons instead of pressing them (per example), it's really interesting to look at this from this perspective you suggested!
I cannot wait to see the result of this jam this year, the team approach was different and I want to see how much people liked the game, what it lacks and if it could turn into a commercial project!