jk5000 2025-10-07 06:53
The idea seem fine, but sadly the game ran really poorly and it seem to crash a short time after it was started.
Foon → Ludum Dare Explorer → LD58 → Scrapfighter
By martingonn and FBNXK
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 788 | 1.97 | 20 | |
| Fun | 786 | 1.77 | 20 | |
| Innovation | 787 | 1.63 | 21 | |
| Theme | 781 | 2.19 | 20 |
The idea seem fine, but sadly the game ran really poorly and it seem to crash a short time after it was started.
Same for me, it was super laggy.
Please embed the web version of the game on itch.io so it can be easily played and rated by more folks! Downloading and running is more tedium. I also hit a couple crashes on Linux, which may have been smoothed over with a web build.
I had a rough go of it while trying to shoot back. Part of the problem is I was shot within seconds of the game starting, usually before Godot finished loading. It seems enemies spawned nearly on top of me, so I had no time to try the controls before I died. A reticle would help a ton too. I saw a line roughly centered, but wasn't sure how to use it effectively.
The controls felt good, the enemies also typically path-found me too. Great work for a first time 3D game!
@jk5000 the "crash" you are talking about was probably you running out of lives, as we have not made a death screen yet - instead, upon death, you see a brown screen that would be the same upon crashing. As for the game running poorly, a known stutter in performance happens when you render a new chunk - the characters are unanimated. The game was made on Compatibility mode, so maybe try that and please write back if you have any other problems!
@evil23 could you tell which version was laggy - ForwardPlus or Compatibility? That would really help a lot.
@johnstarich thank you for the thoughtful comment! I have experienced weird errors upon embedding, will retry fixing them though as it would be really helpful. As I mentioned to another user, the crashes might have been running out of lives as there is no death screen. The game was tested on Linux and Windows. Sorry for no scope, will add that in if I find a good sprite for it. Thank you for your tips!
@Martingonn I tried all of them: Web, forward and compat. All of them had like 5 FPS maximum. Even my mouse input was not really recognized as I had to click multiple times for a single shot. But at that framerate really hard to tell.
@evil23 sorry for your experience - we tested the game on quite good specs, so it wasn't laggy. The mouse input problem is due to the glitch that you can't focus on the window with your cursor...
Hey there! Congrats on making your first 3d game they are always a challenge to get right.
As others have said, the performance was not great especially when enemies would spawn in, I tried both the web and download versions and while it did perform better than the web-based version it was still running at rather low frames.
Another area you could have some improvement is the level itself the floor not being smooth requiring you to jump to get around wasn't ideal, you could potentially add a sort of auto step up for the blocks if you intended to keep the blockier style.
Additionally, you might want to add a way to see if/when the enemies are attacking to make clearer the range and speed at which they attack. And on the topic of enemies having a way to know where to go to find more would be nice to have as I wandered a while before finding more and I wasn't sure if you have a timer to spawn them or if they are generated with the world.
I hope this is helpful, best of luck!
The web version ran very poorly for me, so I downloaded the forward plus but that didnt run great either. Kudos for trying to make a first person shooter in such a short time, its definitely a challenge.
You know most of the things that didnt work well already, Ill just add to something that was already mentioned: movement is not really good, you are constantly getting stuck on the ground and have to jump around making it hard to move precisely.
@b0guslaw I knew we wouldn't be able to fix the terrain blocking etc. in such a short time, so that is why the game is based on jumping around and that is why the jump is so high. Thank you for reviewing the game!
No need to repeat the stuff the rest of the people already mentioned, but still, good job done! You made a game and I am sure you have learned a lot. Keep it up!
I tried to play the web version seemed to be a non starter however the downloaded version wasnt much better. I'll keep an eye out and see if there is a perf update or someway to make it better. But it kept getting stuck and the gun sound would play non stop.
I like the idea of a doom style shooter but the game isn't really working for me even on the download build. It'd be good to try to work a bit more on optimization such as reducing real time lighting and model polygons. Good effort.
The terrain is pretty cool!
@5h08 reading the other reviews, I got to the same conclusion. This will be a template for next time so the engine will definitely be optimized. Did you try both forward+ and compatibility versions? We tested on compatibility. Thank you for both of your comments!
@mramaizng do you have any extentions that might have blocked the web version? As for performance, we will try to worki it out
@jin9310 yes, I have learned a lot since my last game was a 130 line python script. I hope to overcome the performance issues soon...
@ty-victorson thank you for your comment! The enemies are spawned in as you load new chunks (meaning one spawn per chunk). The game is intended to be based around jumping (so is the combat), but I understand it might be nausieating after a while. The stutter upon spawning enemies is known and the best we can do is minimize it, as no matter what we do, spawning enemies will still use up more memory than other actions.
@martingonn I did try both versions and had no luck with the framerate on either. Though the issue might be amplified by my laptop acting up weird recently. Would be excited to play your game in a more optimized/polished state!
No luck for the performance issues linux: both compatibility and forward, and the web build in different browsers unfortunately. It looks pretty ambitious as a first 3D game though, and I like what I can see about the enemies! One thing to check if you haven't already is the release vs. the in-editor performance. I've had a few Godot games export where I've missed something and the release build runs a lot different from the game run through the editor.
@daniel thank you for testing both! I did not know that a game can have different performance in-editor vs when compiled, that's a new one for me!