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A jam submission

Ghoul GunView game page

FPS Dungeon Crawler missing a whole heap of features
Submitted by Magnanix — 4 hours, 11 minutes before the deadline
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Ghoul Gun's itch.io page

Results

CriteriaRankScore*Raw Score
Technical#1102.7543.556
Artistic#1382.4963.222
Gameplay#1472.1522.778
Overall#1472.2722.933
Design#1492.2382.889
Theme#1651.7212.222

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I like this game, the fast paced first person thing is well done and I like the enemies's design, and apparently the map is randomly generated which is really interesting.
I had some optimization problems though, also not sure if the game is like this but my gameplay was completely silent.

Submitted(+2)

I like it! I could imagine playing this on Windows 95 with my friends. Something between Doom and Quake. Keep up the good work! Also, don't know if it's just me, but actually got spooked couple of times when a zombie was right behind the door xD

Submitted(+1)

I liked the uprezzed-pixel graphical style along with the low-poly models. Mechanics were simple enough though I didn’t feel motivated to keep going after the second(?) floor – there wasn’t enough variety in gameplay or level design. Still, it was well-executed for what it was.

Submitted(+1)

Controls felt great and nice retro style :)

Submitted(+1)

man, i totally SUCK at any fps, and for this reason i may not owned in this game at all, but since it's not fast paced, i managed to finish it(i passed on a door and the game ended, it's expected, right?), and i liked it! 

i have nothing to complain about your game, only say that i liked everything on it, it deserves a nice doom-like music and a boss, maybe more enemies varieties too, but i know about the risk of scope creeping a gamejam, you did a nice work, pretty solid submission!

Developer(+1)

Thanks! Yeah, I ran out of time to implement boss fights (had planned to make different random boss battles), and SFX was also sacrificed - bug fixing took priority :)

(+1)

The movement feels good, neither too slippery nor abrupt.  I appreciate the slightly gratuitous gun bobbing and the simple pixelated aesthetic.  Didn't have any crashes, but exhausted the enemies I could find quickly.  Was there a level exit I missed?

Developer

Ah, normally in the red tiled room there is an elevated red door - that leads you "upstairs" to the next level of the lab.

I'm so glad the movement feels good, I sunk so much time into getting that feeling decent and having the gun feel fluid, :D! Thanks for the feedback :).

Submitted(+1)

Just to preface this: The game crashed after entering the third red door.

I really like the movement and gunplay, feels very fluid. The levels are pretty bare and the enemies offer no challenge, but this has some really cool points to be expanded on in the future.

Very cool.

Developer(+1)

Part of my original plan was to have rigidbody desks/computers/lab equipment, as well as a few different kind of enemies - problem with the objects was that the performance of the game tanked to 5fps with them spawned in, and it looks like I still wasn't able to resolve the random crash on level load that I thought I'd resolved. Seems that the gridmap eats memory and hits a limit which causes the app to crash :(, I cut back on a lot to try and prevent it - since optimization is something I need to read more documentation on (for godot).

Thanks for the feedback, I'm glad you liked the movement :D, the gunplay was intended to be part of the game mechanics - Other enemy types were planned to fire projectiles - making a semi fast & fluid FPS bullet hell with different enemy compositions + powerups per room.

I've got a bad habit of budgeting my limited time for game jams XD. One day I'll get everything I plan into a jam, one day! :P

Submitted(+1)

Oh for sure this would be a technical feat and I do love some rng roguelikes like this sorta itches.

But honestly, If you make something as cool as this in future you'd do very well.