FoonLudum Dare ExplorerLD57 → Knocking On Hell's Door

Knocking On Hell's Door

By frib

View on ldjam.com

CategoryRankScoreCount
Overall1163.5625
Fun803.5825
Innovation2392.8025
Theme1673.4525
Graphics2213.1025
Audio823.5625
Humor1692.5825
Mood1763.2625

Comments

psychomonster 2025-04-07 08:20

Great game. It has bulletTime, more than one enemy and a well polished gameplay. Nice. The monsters are a little hard to hit. I had this rocket launcher an thought it would deal splash dmg like in quake or something like that.. it made the game more challenging this way. Good stuff, had a lot of fun playing it

frib 2025-04-07 12:31

@psychomonster thanks for playing! The rockets do deal splash damage but there's no knockback, I ran out of time for lots of little things like that lol

youcarryoats 2025-04-07 15:23

Really fun entry! The music was super catchy and the monsters were very creepy somehow :laughing: I got to floor 15 before I got stuck in rocket spam and died. I think without those being impassable I could've gone a while, I had a nice system going, ha. I really liked the shadows they cast on the walls coz it helped me find em but also made the enemies more menacing, hah. High marks, well done!

atsh 2025-04-07 15:28

Really liked the game! The weapons and movement felt very good, and the music rocked I almost wished if there were more weapons instead of enemy variations, as I couldn't pick them apart. The game felt a bit too easy But again, like the graphics, the particles, the sound - very well done

yohadams 2025-04-07 16:13

Fun, playing it takes me back when i was child and played quake 3 arena a bit ;p

sevatoxin 2025-04-07 16:21

Awesome game, love me some boomer shooter. Great music too! Would also agree that it is a little bit too easy but that for sure does not stop it from being fun. Well done!

frib 2025-04-07 16:54

@youcarryoats oops those enemy rockets shouldn't block you, I guess I didn't fix that bug properly. Floor 15 is pretty good! My record was 17 I think, but I'm not sure if that was with that bug. Thanks for playing!

@atsh oh I had so many more weapons and enemies lined up, but as you can see I ran out of time lol. The game starts out easy but ramps up in difficulty at around level 12, as the enemies get more accurate and shoot faster each level until they're the same as you. Thanks for playing!

@yohadams haha I'm glad to hear that! I was an unreal tournament child :D

@sevatoxin Better to be too easy than too difficult :D thank you!

argensis 2025-04-07 21:09

I liked the fast paced combat and the bgm is fun.

I did find that just running around at the start of the level to bunch up the enemies then backpedalling around the edges of the room to be too effective of a strategy. It seems the AI all just tries to follow you and shoot at where you are which allows for that. It might be good to consider giving the AI a mix of strategies, like having some that try to lead their shots, or others that set themselves up in the centre of the room and basically turret at you.

coatline 2025-04-07 21:20

Hey this is pretty cool. I like the music, I think it fits this style game. I do think that the bullet-time effect is a bit too long and happens before I can really shoot at anything, kind of hurting the flow of the game. I also think that some kind of response for when you hit an enemy would be game changing. You could also experiment with how and when the player gets different guns. Just saying, 1 rocket swarmer + 1 rocket swarmer = :fire: Good job!

scott-r-howell 2025-04-07 22:01

Neat game, railguns are insanely powerful, good sound work but I feel like a little more enemy variation and animation work would go a long way

polymathld 2025-04-08 03:49

Absolutely wild, implementing a fully-functional FPS with all of the classic Quake arsenal in a compo GameJam. Super impressive. Visually could obviously use some work, what with the lack of enemy animations, textures, etc, but I'm sure you know that already. Also loved implementing "depths" as "levels of hell in a Doom-like". Great fun, thanks!

whateverdat 2025-04-08 15:59

Good work implementing different weapons in such short time while making each feel different, railgun is pretty sick lol

muriel 2025-04-08 16:57

Doom vives baby, great job :) !!!

j4cko16 2025-04-08 19:02

Making a 3D game in the course of the 48 hours is kind of insane! I really like how I can have a weapon on both of my hands, it allows for some great weapon building. The visual effects for the weapons and the sound design were also quite impressive. I have a few minor things that I would recommend. It can sometimes feel a little unclear where my bullets will land and most of the time it feels kind of like dumb luck, also you really only have one enemy as far as I know, so as I kept going it started to feel stale and a little repetitive. A variety in locations and enemies and more clarity on weapon firing would make this game even better! (I also really liked how as I fall the camera slows down, I tried to make some interesting trick shoots on the enemies)

bridgeonastick 2025-04-08 20:04

Really well done in 48 hours! Double minigun all the way, tried the other weapons as well and each have their own fun!

frib 2025-04-08 20:13

@j4cko16 if I had an extra day, I could've added so much more :') all your criticisms are very valid. I had all the systems in place roughly 6 hours before the deadline so that's why the actual content is a bit scarce. I am now in the position to add new weapons and enemies (and behaviours) rather easily but it sadly was too late for the deadline. I'm happy that I managed to get these 5 weapons in but there were a few more that would've really added some more variety with a unique feel. Same with enemies, technically there's two types (the melee chasers and the flying gunners) but they look and behave practically the same. I planned on adding some enemies with their own unique projectiles but giving them your guns was the only thing I had time for sadly.

Your aim is a little off, because each weapon fires straight ahead from their origin, which is slightly off from your eyeball crosshair. I wanted to add a little laser pointer, but had no time for that even though it takes like 5 minutes to implement. I also could've let them point at whatever your crosshair is pointing at, but I thought it would be more interesting if they had their own targeting.

I'm glad you like the slomo, I wanted to give the player the opportunity to choose what to do before the action started :D

Thanks for playing!

googlypoo 2025-04-09 00:28

I got to floor 16! Very Doom-ish. I'm a full believer in having a railgun in each hand.

I feel like the crux of my feedback would be "more of this, please" and I have a feeling you already have a million more things you'd add if you had the time.

Cool to see another GDKO-er here. Great job :clap:

apoly 2025-04-09 06:01

It's a super nice fast paced shooter, I liked it! Making the tutorial in the beginning with one standing monster is very nice, as it teaches you how to play the game a little bit.

It doesn't work fine on Safari, had issues with mouse and then there was no audio at all, but works fine on Chrome.

Hurtboxes could be a bit bigger in my taste, it was quite hard to figure out where you need to shoot to kill them, especially when you cannot clearly see, as enemies have the same color as the level :)

jeremyfa 2025-04-09 12:05

I enjoyed the unreal-quake vibes. The very simple meshes for guns and landscape are alright for me. So alright that I kinda wished the ennemies would be blocky too, so they fit more with the visual style globally. You managed to do a lot in a very short time anyway, good job!

dhim 2025-04-09 13:50

WHaou, I usually hate these kind of game, but I really enjoyed yours. My set up (a mac with a trackpad) makes it difficult to control both weapons but never the less I managed to traverse several levels of hell!

I don't understand why sometimes the rocket launcher would not fire anymore (just after entering a new level I have "one" ammo, then later in the level "infinite" again ?)

frib 2025-04-09 15:01

@dhim when you drop down, time slows down, like a bullet time effect. So everything slows down, including your firing speed. For rocket launchers, railguns and shotguns, this generally means you can only shoot once for the duration of this effect as it lasts about 8 seconds real-time but 1.6 seconds in-game time.

Thanks for playing! I'm glad to hear that you enjoyed it even with a trackpad :D I know I can't change the trackpad for aiming, but which keys would work better for shooting as a replacement for mouse buttons? I can keep that in mind for any future shooters I might create :D

dhim 2025-04-09 15:08

I am terrible at shooting game so I can't say for sure, an option key like ctrl/shift to modify while still using the lmb maybe. however ctrl + click might be reserved by the browser for some stuff.

daandruff 2025-04-13 20:54

Making a shooter in 48 hours is really hard. I've tried :P The biggest problem I felt like, was the lack of hit response. I never knew if I actually hit the demons or not. Also, some slow down in the music as you fell down would have been super dope as well.

olddog 2025-04-17 08:22

love this game mood so much!!!! there weapons are so powerful~~

thelastslowpoke 2025-04-22 20:02

I needed that. Lots of fun, thanks. It's funny how the least flashy weapon (the minigun) is the most powerful for me. I would say well done, but it's medium rare. Good thing I love medium rare. Congrats!

Oh, I forgot to add, very thoughtful of you to add the mouse sensitivity option, great job!