Battle Through Hell! by shatley123
Hello everybody who was generous enough to click on my game! This is a fast pace retro FPS in the vain of Wolfenstein/doom. The original idea was...an earthquake has broken a giant whole in the earth. You are the only person bad ass enough to do down there. There was going to be 3 levels, each one looking more hellish. (I'm not for sure, but it doesn't seem like the idea of "Hell", was used much in this theme surprisingly, so i'm glad i decided to go with it). But do to lack of time, there ended up being only one level. That is the reason why the level looks more like a cave instead of hell. That level was going to be called "Beneath the Surface", the next "Deeper", and the next "I'm in Hell...". I never even made a main menu, I might have been able have fit it in, but i've been up since Saturday evening and am very tired. Despite the sleep deprivation, this was lots of fun, and a great way to get my mind of school (i'm 15) and other things.
If you play it, it would be great if you give feedback, especially on how hard it was for you to beat it, i didn't have anybody play test it, so I have no idea if it's hard for people who don't know were everything is already. There are a couple secrets in this and the will help you quite a bit!
HOW TO PLAY -
wasd/arrows to move
left click to shoot (you DON'T need to keep clicking, all the weapons allow you to hold down to keep shooting)
1-3 to cycle weapons
Space to open doors
Updates
*fixed ammo bug
*fixed bug were teleporter trigger doesn't ignore raycast, meaning it would block gunshots
*shortened teleporter time because it seems it is doubtful the players will find the teleporter before
*fixed some walls you could see through
*fixed bug were demons couldn't shoot fireballs through teleporter trigger
If you play it, it would be great if you give feedback, especially on how hard it was for you to beat it, i didn't have anybody play test it, so I have no idea if it's hard for people who don't know were everything is already. There are a couple secrets in this and the will help you quite a bit!
HOW TO PLAY -
wasd/arrows to move
left click to shoot (you DON'T need to keep clicking, all the weapons allow you to hold down to keep shooting)
1-3 to cycle weapons
Space to open doors
Updates
*fixed ammo bug
*fixed bug were teleporter trigger doesn't ignore raycast, meaning it would block gunshots
*shortened teleporter time because it seems it is doubtful the players will find the teleporter before
*fixed some walls you could see through
*fixed bug were demons couldn't shoot fireballs through teleporter trigger
Ratings
| Coolness | 50% | 3 |
| Overall | 3.13 | 614 |
| Audio | 2.77 | 566 |
| Fun | 3.23 | 382 |
| Graphics | 2.98 | 671 |
| Humor | 2.59 | 441 |
| Innovation | 2.24 | 1107 |
| Mood | 3.08 | 468 |
| Theme | 2.63 | 991 |
The game did have a very nice mood to it, with good use of the colors and the fog effect.
Basic but mood is great ++
There are no real major problems that I can think of, but a couple minor ones.
I could often see through gaps between wall panels. Using larger planes or cubes would help quite a bit.
Also a little bit of vertical texturing on the doors so that it's easier to see when they are opening, since the field of view is pretty small.
Graphics were decent, but there was not much in the way of feedback. Even some hit, walk, or attack animations would have helped. The style is already so basic it would be nice to have that. This would be especially helpful when enemies are near. Sometimes I couldn't gauge if they were attacking me until I was dead.
Audio is good, some more variation could be good but overall it worked well. Some of the weapon sounds could have been nicer though. They didn't feel quite hefty enough.
Balance-wise it was impossible for me to get the key even after 5 tries. There is not enough ammo to kill all the enemies by circle-strafing so your only option is to run the gauntlet and hope you don't get too close. HP drains quick so there is no real room to recover from a mistake.
Generally it is good for the player to feel like they have agency. There should be multiple ways to solve and problem and having some room to recover and come back from a mistake feels extremely satisfying.
Keep these in mind as you move forward, and definitely keep making games!
Very hard, but quite well made and I loved the way you got the smooth bobbing motion of those old games right.
Id like to see some more visual feedback though. Try adding a flash, or screenshake when you get hit, hit effects on the baddies when you shoot them. Also a sound for reloading.
Id say drop the zombie HP a bit too, (you can add more zombies to make up for it if you want :D)
The little things make the biggest difference in game feel!
great entry though, well done~
I love this :D
But... I'd appreciate some hit animations for player. Little "aah" sound or sth.
At first, after going into that chamber with hole I died from zombie and didn't even saw what killed me. Nor that I'm getting hurt.
Some hit animations for enemies'd be great too. After first three shots I was like "can I kill them anyway? Maybe they're the same as immortal skeletons from Tomb Raider 4?".
I love 3rd weapon, but it seems to be much weaker than shotgun, or even simple handgun.
In my last playthrough I went to that pentagram room, and then to key-room, through that door located near exit, but it was empty!
Zombies went through closed door, then went to pentagram room to reach me. Weird but funny glitche.
Oh and last but not least. Making prison doors transparent to projectiles could be nice addiction :)