Logicatory by zgragselus
I've played with concept of platformer/logic game and action game. The blend of it is somewhat not easily compatible on the first glance.
I'd recommend you to follow hints, move around and hopefully encounter less bugs than I've encountered during the development.
This is a one-man project, scripting & graphics were all hand-made over the 72 hours jam.
Controls: Standard first person movement (WASD + mouse) Shoot with left mouse click F for flashlight E for use or grab/drop item Shift for run/sprint
Showcase:

EDIT: A video from gameplay (spoiler!): https://www.youtube.com/watch?v=vRoNtdnmGeY
NOTE: Loading might take a while, no menu or loading screen this time. NOTE: Once you find winning room, it can take up to 5 seconds for game to exit.
KNOWN BUGS (I may try to fix them): 1) Character can fall under ground in 2 locations 2) Turrets detect you through wall
NOTE: I've moved game over to itch.io - please use the itch.io link for both - Windows and Linux version.
Ratings
| Overall | 984th | 3⭐ | 24🧑⚖️ |
| Fun | 897th | 2.932⭐ | 24🧑⚖️ |
| Innovation | 1171th | 2.295⭐ | 24🧑⚖️ |
| Theme | 1164th | 2.318⭐ | 24🧑⚖️ |
| Graphics | 585th | 3.477⭐ | 24🧑⚖️ |
| Humor | 992th | 1.824⭐ | 19🧑⚖️ |
| Mood | 595th | 3.273⭐ | 24🧑⚖️ |
| Given | 37🗳️ | 26🗨️ |
I did miss the second roller door you have to open and thought that the first turret room was the end, but I did eventually find the way to progress. Maybe putting another light in there would have helped distinguish it from when the door is down.
One last complaint: I have a 144Hz monitor, and the movement felt really jerky at this framerate. I'm pretty sure this is because you're using FixedUpdate() in Unity for the player. I'd recommend using the normal Update() for movement and only using FixedUpdate() to move physics objects around.
Good job overall!
Although, speaking of death, I'm not sure why I kept dying again and again after I shot what I think were turrets. It's really possible that I didn't understand something really obvious while playing but my biggest recommendation would be feedback in death (and also when you shoot). To know what killed you and how.
And as a detail, I fell numerous times through the floor. Great game though sorry if I seemed to negative, I didn't mean that!
But the art is good, the music too, and the level design was thought a little, it can be felt.
Some points are to be thought again, but in overall, that is a cool piece ^^ Keep coding :)
@sandbloom Thanks for feedback! I'd second that more feedback is needed (for turret death - I planned having fire effect and sound effects, yet it is Ludum Dare - and at one point time comes to cut features down; for shooting - more particles (different surfaces = different effects), sound effect and recoil were cut from original plan).
Falling through floor is speciality of Unity - it happend once or twice to me, but I suspect there is some problem with ray casting, capsule and mesh colliders. I wanted to look into this today during the evening, maybe I'll be able to figure out what is wrong.
Don't worry about feeling negative, I appreciate the feedback, especially when it is pointing out what could be done better - this is what Ludum Dare is about - because that is the only way one can learn how to improve.
@Mathiouza Thanks for feedback! It is indeed quite short, original level was about 2 times as big, but it felt way too empty and it was missing a lot of assets (making them took quite large portion of my time).
This is my 7th Ludum Dare if I'm not mistaken, and I always wanted to make a first person game (as they tend to have somewhat more simple art), and try to make it look at least good enough (and no I'm still not satisfied with looks of it) - which as I found out took a lot more time on graphics than I expected!
There is numerous of things cut from the game (some of it I detailed in answer to @sandbloom - which could have made game a lot better), which would improve the feedback.
That issue aside, great work. Take what you've made and build a full game!
Oh, and I only fell through the floor once :P
Would you rate my game?
https://ldjam.com/events/ludum-dare/41/the-game-that-bad-that-it-is-actually-good
Goof job, and good luck!
I intentionally didn't really want to fit the theme (as it is contradictory to its name).
As for the art, I didn't use any assets, everything is original art from me (made within 72 hours time range for the jam) - I've used Blender and Substance Designer + Substance Painter to create it. And it can clearly be seen that I've spent most time on it (hence the "You win" move, which was actually added in last hour).
I knew about those bugs literally within few hours after release, yet I've decided to keep the game in state in which it was released (even though rules do allow for fixing such bugs). This decision was also based on fact that I've got way too busy with real life work.
Actually originally the level was about 3 times as big, but on Monday I've realized that there is no way I could alone make it (with graphics that was good enough, etc.) so I cut quite a lot of features out.
The idea with checkpoints, restarting is nice and it would definitely improve gameplay!
Audio, along with better enemy feedback were few items that were cut out in last moment. Simply because I couldn't manage to do that on time.
Next time, I'd really want to team up with somebody, so I could actually invest more time in polishing F.e. graphics and shader effects, etc. (this really depends on just how you split the work) while other team members focus on polishing bugs (actually in one of my previous entries - Run You Fool! - it worked a lot better for me).