crashbashash 2023-01-10 01:54
Please increase the FOV. I wanted to throw up.
Foon → Ludum Dare Explorer → LD52 → Fields of Fury
By wheelsx and mrs.wheelsx
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 692 | 3.01 | 34 | |
| Fun | 685 | 2.82 | 33 | |
| Innovation | 777 | 2.41 | 32 | |
| Theme | 761 | 2.75 | 33 | |
| Graphics | 475 | 3.45 | 35 | |
| Humor | 467 | 2.73 | 30 | |
| Mood | 577 | 3.13 | 35 |
Please increase the FOV. I wanted to throw up.
Nice one ! doom like is always good , and the graphics are pretty good so i enjoyed playing it
For the player who has ever wondered what would happen if you took the classic "Doom" formula and applied it to the much-newer "Grounded". Charming little game; nails the old-school vibes perfectly!
The combat doesn't really work BUT once I just ignored it and started running around the maze like a lunatic avoiding enemies, then it was actually really fun! Great art too
Great looking game but the sensitivity made me nauseous
This was really fun to run around in, and I really loved the doom aesthetic! You pulled it off really well!
It's fun to kill cockroachs in your game, but It makes me sick, Hope you can add option to adjust sensitivity and add gun into game.
@bowen We had plans for more enemies and more weapons, but you know how it goes...
Nice Doom-like, don't think I'll see another game in the style of Doom this jam.
Back to my childhood ! Thanks for the travel ;-)
This game need a BFG. I really enjoyed the visual arts and the old school midi music !
I really like the mood of the game! Unfortunately I think there's a camera glitch that makes it snap and it disorients me somethimes, otherwise it's really cool!
Doom in a maze of maize!
@efilheim By the final few hours I had art ready for a couple more weapons, enemies, and pick-ups. We just didn't have enough time to implement them. We are thrilled that everyone is enjoying our Doom spoof ;)
Art looks good, but I agree with the fellow who said the camera felt nauseating. I reached level 6 and had to stop. I bet that with a little more time you could have made it a lot better tho! Good work
Cute doom style game, I wouldve liked feedback on hitting the enemies more but it worked!
Was a pretty decent one. I enjoyed the music the most, and I do like the DOOM inspiration this game has. However I do believe that after a bit the game can get a bit repetitive, and at some point I did just stop killing the enemies to go straight for the key to escape. Maybe making a mechanic where you have to kill all the enemies to make the key spawn would've been a bigger motive in my opinion? Nice work though!
Oh this was cool! I'm a sucker for these kinds of raytracing dos-like video games! Some feedback:
- I think the music was very cool! I see that you rewrote the sound engine for the webGL version. Did the music also change then? Or did you record the midi version for the webGL game? - The enemies were a bit too passive for me, at the end of level 3 or 4 (I don't remember) I saw some moving ones. Did you do that on purpose? - I found it a bit too easy to find the door and key in levels 2 and 3 without encountering a lot of enemies - How did you make this game? Which engine did you use? I'm very curious!
Very cool! I found myself avoiding the combat and just running around until i was sufficiently lost at level 5. Btw, i loved that you started me on level 2 facing the wrong way, that was a really clever move! Excited to see what you come up with next!
@wouter52 * I just converted the MIDI files to MP3 with the lame encoder and VirtualMIDISynth, so it's the same music. Then I got rid of all the MIDI player stuff and converted it to use AudioSource and AudioClip. The issue is that the MIDI player I had needed to have the MIDI files in the StreamingAssets folder, but WebGL doesn't allow you to use StreamingAssets. Of course I didn't know that until I built it and most of the ScriptableObjects failed and music was missing (I was using ScriptableObjects to store playlists, among other things). * They're set to trigger at a predefined distance. We intended to have a variety of enemies with a variety of behaviors, but ran out of time. * Only had time to do a random key spawn, I reused a method I had for the enemy spawn to prevent enemies from spawning too close to the player, but that's the only positioning I did. Ideally, the key would have been a drop, or maybe only sometimes a drop and a pickup in the level other times. * Unity 2022.2.0f1. WebGL builds take forever on that version, I read it's an issue with the version of Emscripten that Unity 2022.1+ uses, but I didn't look any further than that. Edit to add info: We used Aseprite for the textures and sprites. The enemies are billboarded by rotating them, I couldn't get shader billboarding working on them without them appearing through walls. I used shader billboarding on the corn stalks though. It was my first real attempt at using the shader graph, so with more time to learn it I'd probably be able to do more with it.
Cool game, very well-chosen music and atmospheric graphics :D
A nice little doomlike! The camera movement was disorienting sometimes, but I did really enjoy the music!
well. I beat a few levels. The graphics are saweet! The color distinctions are great and I can readily tell apart the enemies from the rest of the level. Mazes are always hard and get very easily frustrating after awhile. :-)
Pretty fun little game, loved the doom style aesthetic. If there's one thing I'd change, it would be that it would have been nice if I could have attacked continuously without having to mash left click, though.
@quadtree It is set up to attack continuously by holding the button, but sometimes it just goes haywire for absolutely no logical reason. It would sometimes attack nonstop, completely ignoring controls. Sometimes it would do exactly as you describe, one attack per click. It probably has something to do with the way I ensure it plays the full animation, but I went through that code several times and didn't find the error. I gave up and moved on to the next task, it wasn't worth spending too much time on.