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Nice work, both of you. I am quite enjoying this little fast FPS. The action was quick and snappy, the movement felt good, and the gun felt impactful. I also quite like the randomly generated level layout, which makes the game interesting. Though the room variety lacks a bit, and it becomes repetitive for a while. Also, f*** that room with a curved corridor straight after the door. The gun attachments are a nice touch, but nothing makes the gun feel powerful enough to overcome level 5. My only solution so far was to use the recoil reduction thing (bottle?) and conserve health before entering level 4, and all comes down to how lucky you are with the health pickup. But anyway, I think this is a really solid entry for the jam. Well done!

Other things I like:

  • Gun sound is nice
  • I quite enjoy the stupid bits and bobs the vending machine is giving me
  • Art style is super cool, I can't imagine making this in just 2 weeks time
  • Blood splatter effect looks great and conveys damage very well

Suggestions:

  • Randomness needs a bit of tuning. I've gotten the anvil for 6 times in a row for god's sake
  • Can I aim down the scope, please? All except the bottle makes the gun super inaccurate
  • The minimap is cool but really useless as you can't see everything at once. Maybe scaling it down a bit?
  • I know this is supposed to be a Doom-like shooter, but there is simply no way to avoid damage, and this sometimes felt a bit unfair when there's just not enough health to trade

glad you find our game fun, thanks for the organised feedback and great suggestions.

i was supposed to add a lot of variation and better enemies by the end but i had some work that needed to be done, because of that i was unable to work on this, making the game limited to 5 floors was a last minute change that's why it feels longer and boring right now as none of us had time to playtest the end, ironically the best way to avoid damage right now is to not move because of how enemies are coded :p