FoonLudum Dare ExplorerLD46 → Operation SOL-3

Operation SOL-3

By criobite

View on ldjam.com

CategoryRankScoreCount
Overall13933.4222
Fun6613.6022
Innovation24972.2121
Theme25032.3421
Audio5113.6521
Humor19532.0019
Mood9143.5520

Comments

manadream 2020-04-22 03:35

Wow, this is great! It's a really solid playing FPS, the movement feels nice and Quake-like. The graphics are solid, the shooting feels good, movement is nice and fast. Could definitely turn into a solid full game. Only thing is the AI is scarily accurate, which can be good in terms of it being intense. I like how they move slow, makes it scary feeling. Music is good and SFX are clean. Well done.

eldogg 2020-04-24 22:20

That first enemy hidden around the corner is pretty sneaky. It's a good combination of assets and the intro page looked like a 90s movie. The AI could do with some randomisation thrown in to stop them all doing the same point and shooting, but it feels good as a shooter. I did fall through the floor at one point, falling endlessly, so maybe have a y position check every frame to reset the position if the player is beneath the world.

acgaudette 2020-04-25 04:57

I enjoyed the visual aesthetic here! fun theme and audio. I think this would benefit a lot from decreasing the damage necessary to kill an opponent. the combat feels a bit repetitive--one way you might address this is by iterating on the AI behavior a bit to reduce the amount they group up so that the player is forced to change cover more often. as a side note, I worked on an FPS as well and haven't seen many of them in the jam so far--it's fun to play one. good work!

phoenix-fireflower 2020-04-25 20:00

Nice FPS. The music was intense and so was the difficulty (I did menage to beat the game, however). I wished there was more than one type of enemy.

god-colo 2020-04-26 05:36

Great shooter game! I love the retro style! The movement and the shooting felt awesome! Getting hit felt serious with the screen turning red! I love how the enemies chase you accurately! This increases the difficulty but also the player has the time to take cover and shoot again! This was a good balance! Greato Jobu! :smile:

daniil-tcyvakin 2020-04-27 00:01

Coolest shoter game in this jam! great job!

ch4oticau 2020-04-30 06:22

Nice work :)

Few pointers:

* Wow, great to see a shooter in the jam! I haven't played one yet, and yours felt great :) awesome feedback

* Visual effects were great, and as said above, gave great feedback to in-game actions

* Music was great too! Props to the artist!

* Game was challenging, but not crazy difficult - which was a fantastic mix, made the game super enjoyable.

All in all, great work, and I hope to see more at the next Jam :)

larsdu 2020-04-30 06:34

Really impressive to make a shooter in 72 hours. I couldn't quite figure out how to exit the game however.

punchcafe 2020-05-04 20:13

This was a lot of fun! Pretty rich with atmosphere!

eli-delventhal 2020-05-04 20:20

Great classic FPS implementation in a short period of time! Feels pretty good to play and you really nailed the atmosphere and the classic look. Really did feel like you nailed that retro feel, I'm super impressed for the time limit.

Some feedback – the gameplay felt a bit samey and one-note: mainly, hide while health regenerates or during reload, then shoot, then hide. Would have been fun if I could strafe and stuff like that to reduce enemy accuracy and the like, and if not all the enemies immediately stormed the door upon opening – have them hide behind corners and whatnot.

Great work!

zennith 2020-05-04 22:53

I really enjoyed playing this one! Gave me a nice run-and-gun experience that had a decent difficulty to it but not too hard. The look and feel of the game was pretty good as well. Very nice job!!

griffin76 2020-05-05 22:22

It's simple but it works and is enjoyable! The AI can be easily predicted, but I guess you don't have time to make better during a game jam.

epb9000 2020-05-08 04:00

I think my favorite area was the one with the tanks. Most of the other sections were basically "hide behind box, fire, advance" whereas the tank section more readily lended itself to tactical maneuvers like flanking.