ImpScape by Arvydas Zemaitis
This game is a pretty simple and fun multiplayer rogue-like/exploration game, you are a robot exploring the dark corridors of an abandoned facility seeking treasure long forgotten. But beware! Ancient, terrible foes are waiting for you, and the more doors you breach, the more you feel healthy and the more treasure you carry, the worse it is for you!
Controls:
W A S D = Player movement
Mouse = Player rotation
Mouse Click = Shoot/Punch

Features:
-Single player or Cooperative for 4 players via direct ip connection
-Carrying more treasure means less speed
-Having more health means less field of view
-Every door you breach, enemy spawns in the rooms you already cleared
-At gameover you can select a card spending treasure for a chance to get new weapons
-3 different characters
-6 different weapons!

| Windows | https://andreadbx.itch.io/impscape-ld40/download/21xR2WUVoJHnt2vCsr2RFoclDTyfKYefx01SW4Hy |
| Original URL | https://ldjam.com/events/ludum-dare/40/impscape |
Ratings
| Overall | 313th | 3.697⭐ | 40🧑⚖️ |
| Fun | 630th | 3.25⭐ | 40🧑⚖️ |
| Innovation | 484th | 3.257⭐ | 39🧑⚖️ |
| Theme | 427th | 3.592⭐ | 40🧑⚖️ |
| Graphics | 255th | 4.039⭐ | 40🧑⚖️ |
| Audio | 180th | 3.684⭐ | 40🧑⚖️ |
| Mood | 353th | 3.554⭐ | 39🧑⚖️ |
| Given | 61🗳️ | 27🗨️ |
The visual effects are pretty damn cool though!
As a fellow developer I got something to ask, how did you achieve that Teleglitch-like graphic effect of walls blocking your view? I'm working on an isometric-view rogue-like and I gave up on achieving that effect but now I see it done in 3 days.

It's a neat concept, a good take on the theme, but I do feel like the weapon balance is completely broken (I can fire about as fast as I can click with a shotgun, which just kills all of the things), and some enemy variety would have been nice. But I personally know how challenging it is to make a multiplayer game in during a LD, so all props to ya.
The whole world has a shader on it's materials that writes into the stencil buffer, then another shader which reads the buffer and displays it, so you can have a flat plane or whatever mesh with the "reader" stencil and it would be as if a"portal" showing any and all objects that WRITE into the buffer. Now the outline itself, you just make a script that shoots out raycasts and you check what you hit VS what you down for a given range, and from that information just create a mesh at runtime, give that mesh the "reader" shader and here you go - a field of view in 3d.
If you notice when having a small field of view, it almost seems that it starts from the top/head of the bots, it is because the mesh generates at y 3.5 or something like that, so it shows the walls at least. Hope this helped.
I really like the artstyle, it reminds me of STRAFE in some way.
Anyway, very good job!