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Gemi Games

A member registered Jan 14, 2015 · View creator page →

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Thank you. I hope you enjoy it.

I'm sorry to say though that the game currently only has arena type levels. I would like to explore different types in the future and perhaps I should try make a Doom 2 like map to see how the gameplay and AI works in those kinds of levels.

(5 edits)

Thanks so much for playing and for taking the time to send me some good feedback.

There's a few points on there that will be in the game soon-ish hopefully but I'll go through your points anyway :)

1. I've been thinking about some kind of phase in/out effect like weapon switching in Metroid Prime. If it doesn't end up feeling right though I will probably fall back on a simple lower/raise.

2. This is also something I want in the game but adding the button prompts next to them is something I hadn't even considered. I really like it and especially since I would love this game to appeal to people who don't play arena shooters and that's a great way to encourage them to use weapon binds.

3. To be honest I've been a bit up in the air with the duel colour mechanic lately. Other than a decent enough back and forth between colours and ammo I find a giant explosion not hurting similar colour robots to feel kind of off. Tangentially to that, the shared ammo system will be axed as it discourages using most or all of the weapons while also lowering depth.

edit: Even more tangentially, this throws the game into disarray as to what exactly should spawn from the enemies. I've considered some kind of currency you could use to buy weapons/ammo/health in between waves although that sounds like a chore. Maybe the money can be used to buy weapons and maps in the menu system so you can unlock stuff as you play well by collecting all the bits. I think both don't sound amazing as a more immediate pay off that doesn't take the player out of the core gameplay would be ideal.

4. Definitely. Gotta love them 7's

5. I don't want to add wall running or bouncing exactly but I would like to experiment with some kind of non-standard movement technique. This would be in addition to wanting to also add Quake 4's crouch sliding to the game.

Thank you again for your post and kind words. I would definitely like to hear your thoughts again when the game reaches v0.3 maybe, thanks!

edit: grammer

(3 edits)

Hi, thanks so much for playing and I'm really glad that you enjoyed it. Thanks also for the great post. 

Before I reply, I can't believe I actually released an arena FPS without an FOV slider! How embarrassing!

edit: On the whole I agree with a lot of your points but I'll try go through them. Sorry if it's a bit rambly.

  • I wanted the air acceleration to be obvious to people who don't know about Quake style movement but yeah it does feel a bit like you're being pushed rather than accelerating yourself. About the gravity, I keep finding myself tweaking it and the jump height. I'll try a heavier value and see how that feels.
  • The ledge/stair boost is my own crudely made up version of ramp jumping which is also probably tuned a bit high. You're right though that the capsule hitbox is the culprit. I'll add a ray cast to get the true normal of the ground directly beneath the player as it should only really work on ramps. The dropped jump inputs, assuming you have auto jump off, is probably from clipping stair edges and it registering as touching the ground. I'll have to investigate this one as I'm unsure what exactly would cause it to lose all upward velocity. Probably from the buggy  Unity character controller doing a stair climb/grab/god knows what.
  • Yup, again another quirk to the Unity character controller and it's flawed stair climbing algorithm. I do have a my own capsule clipping solution I used on an older project but it lacks stair clipping/climbing. I want to add that to mine at some point so I can use it instead and have greater control over the physics.
  • Yeah the spawn light colours should match. I found my self thinking a lot "and who's behind pillar number 4?". Not good really.
  • The somewhat rapid direction change and random damage received was inspired by Doom.  I only reserved it for damage received since that's avoidable but it would make the game consistent as your weapons only have one damage value for a direct hit.  Also, the enemy strafing would probably feel better if it happened at more consistent intervals as well as being longer between direction changes. I'll investigate more what I like about Doom's enemy movement to see what needs changing.
  • To be honest the sole reason the enemies float is because it was easier to model and animate. I'm still quite new to modeling so I will probably need a guy to help with new enemies in the future. The enemies do use the same physics as the player though but are always classed as being airborne and having air friction which I might leave for the flying enemies but grounded ones should behave more like the player.
  • The duel colour thing was mostly a slapdash since I find Ikuruga's duel colour system interesting and I try adding it to projects from time to time. I thought it would work here as I really liked the back and forth as you say but I think I'm probably going to change the game back to a standard system without the "element like" colour system and without the shared ammo pool too. You're right about the shared pool encouraging people to just use one weapon. It dumbs the game down without much, if any gameplay benefit I think.
  • Sorry this wasn't explained at all or hinted at but health and armour are spawned from killing blows using the same colour as the enemy.
  • edit: I forgot about the Double Shotty. Yeah it's pretty wide. I was trying to make the guns more situational but may have gone too far with that weapon.

Hope I didn't go on too long and thanks again for taking the time to give me some feedback. The video was great to watch, you a pretty good player given the slick movement. edit: I noticed the enemies need a max shooting angle because they can shoot behind them at the moment and also, did you get stuck in the wall at around 3:45?

edit: grammer


I really like the theme and gameplay although I feel combat is little unresponsive. Maybe have the projectiles shoot out from the player sooner, if not instantly, after pressing the left mouse button.

Also when I press space I'm instantly teleported a few metres above the ground. If this is intended then I wonder if it instead teleported the player a few metres in the direction your aiming, like Dishonoured's blink ability.

Hope to see more, keep up the good work.