Controls

ESC - Open pause menu (you can change mouse sensitivity here)
WASD - Move
Left mouse button - Shoot


StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorLiam

Comments

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Cool shooter ^^

I like the atmosphere and the rocking music, the enemy designs are very unsettling, especially with how fast they float towards you when they spot you O_o

Even if it’s the only weapon the demon hand fireball shot was pretty fun to use also.

The only nitpick i’d have is the amount of fog, the view distance feels really short because of this :/

Other than that really it’s nice, you did well dude :)

(1 edit) (+1)

Thanks! Honestly I didn't get to execute much of my idea at all because of how severely I underestimated it >< I wanted to have at least a couple of the 9 circles of hell, with different enemies, different player attack abilities and metroidvania elements. It sounds crazy now that I look back on it. I have a rig in Blender that takes 8-directional sprite pictures to mimic Doom sprite rendering, on lowest sample size to increase pixelation etc.. Same for the hand animations, there's actually a bunch of them that are just unused.

Aside from that, the WebGL export is half broken, the fog doesn't look that bad on desktop builds nor do enemies practically instakill you on desktop. But as it was made for secret santa and already a week overdue, there really was no point to keep stretching work on the game if it wasn't totally broken.

Thanks for checking out the game :) I didn't make it public for the sole reason I'm not proud enough of it.

Well it’s a jam game again so there’se no need to feel bad for haven’t been able to make all you had plan :)

The concept is cool though, cause there can never be too much fps games with metroidvania elements XD

Yeah that’s honestly the best way to go for any spritework with 8dir, and especially with a shooter where every animation frames gets multiplied by 8 O_o and from what you say you even went the extra mile with some compositor magic (i know i’m still confused by some of its nodes :p) also yeah, unused stuff is just bound to happen especially on a jam project.

Haha well that explains why there’s so much :p But yeah i don’t know how it works on Unity, but i assume on any engine WebGl builds are gonna have something that goes unexpectedly wrong, cause i know i still have experienced my fair share of stuff ending up suprise broken on web builds for no apparent reason while desktop builds or the project in the editor works just fine, so… yeah could never blame anyone when there’s an issue in a web build.

No problem dude, you mentioned you were working on a shooter in one of your comments so i checked your page as well from time to time while i was on itch to play jam entries to see if you released something, saw this so i tried it out ^^