Modern Cave Warefare by Samuel Arminana

[raw]
made by Samuel Arminana for LD32 (JAM)
Modern Cave Warefare is a low-poly 3d FPS created in 72 hours by Samuel Arminana.

Theme
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Normally a shotgun is not an unconventional weapon, in fact it's overused to death. It's unconventional in my game because the environment is a dungeon crawler type of game, not a battlefield. You should have a sword but instead you have a gun. A sexy gun modeled by yours truly.

Keys
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WASD - Walk
Left Shift - Sprint
Space - Jump
Left Click - Shoot
Right Click - Aim
R - Reload

I really did not manage my time wisely this Ludum Dare and ended up in a hurry... :( I hope you enjoy


Music was created by Dominic Shea

Ratings

Coolness 69% 3
Overall(Jam) 2.60 973
Audio(Jam) 2.61 557
Fun(Jam) 2.15 1017
Graphics(Jam) 2.87 723
Humor(Jam) 2.00 882
Innovation(Jam) 1.64 1032
Mood(Jam) 2.44 884
Theme(Jam) 1.75 1051

Feedback

Davikin92
21. Apr 2015 · 01:43 UTC
I don't see how this fits the theme. I died very unexpectedly. However, nice graphics. Shooting those cute red blobs made me laugh
CamRFWhite
21. Apr 2015 · 01:44 UTC
Holy mouse acceleration Batman! I was accidentally doing some 360 no scopes there which was kinda fun. Liked the graphics, I do wish the enemies died faster (like one shot for the red things and 3 for the skeletons) it would just make the player feel really good for killing a lot of things, and allow them to get farther before dying. OH MAN AND IF THEY EXPLODED! BOOOOM! More player feedback (and more exact mouse movement) and this could be a fun little FPS dungeon crawler. :)
RARoadkill
21. Apr 2015 · 01:45 UTC
You know I think more games should just start adding in a shotgun. Well done, had lots of fun shotgunning things
Supernovadx
21. Apr 2015 · 01:50 UTC
Cool game. I don't quite get how it fits the theme. Still cool to play, and the art assets are nice.
huga
21. Apr 2015 · 02:05 UTC
Cool, I like what you did with the theme.
YaaZ
21. Apr 2015 · 10:16 UTC
Nice game. Controls were a bit akward, but still fine.
Terrabalt
21. Apr 2015 · 10:20 UTC
Note; playing the game using a mouse might be a bit... unconventional.
PohyCZ
21. Apr 2015 · 10:27 UTC
I liked the grapghics, but killing the monsters became a tedious task very quickly. As was already mentioned, more player feedback, monsters should die faster and faster shooting. I would recommend watching "The art of screenshake" by Jan Nijman from Vlambeer.
rgehan
21. Apr 2015 · 10:31 UTC
Great graphics. The controls are a bit to sensitive. Especially the mouse, but it's still managable.

Good Job.
pi_pi3
22. Apr 2015 · 16:54 UTC
Nothing innovative here - it's not fun walking around a dungeon shooting at blobs and skeletons while doing nothing else (by that I mean that this game has only one feature), theme interpretation isn't very great, because shooting enemies is just shooting enemies. Graphics weren't horrible, but if speed-modelling isn't your thing, you could've replaced the enemies with 2d sprites (like in Wolfenstein). Audio was the best feature of this game, since you had music and a sound for shooting and one for getting hit. Not a lot of humor, but that's not the most important thing. Mood would've probably bee better with some pixely textures (even one 16x16/8x8 texture repeating on the wall would greatly improve the mood). Now, I'm not trying to be rude or anything. I don't mean to be an asshole. I'm just trying to point out everything you should improve in an honest way, as I think you should work further on this game and make it a full feature 3d dungeon crawler.
Tanser
24. Apr 2015 · 14:34 UTC
Nice, the mouse movement though... Unity always seems to have that problem.
KhaoTom
27. Apr 2015 · 17:08 UTC
The way the red blobs keel over and die is pretty funny. And that's the weirdest shotgun noise I've ever heard :) Also likes the little bit of rag dolling the skeletons do.