Shooter Guy by sirikan
This is a simple voxel styled FPS I created for Ludum Dare 40. The goal of the game is to make it to the exit and proceed to the next level.
Controls:
WASD - Move
Mouse - Look
Left Click - Attack
E - Use
Q - Change Weapon
Screenshots:



| Other (document) | https://sirikan.itch.io/ld40-shooter-guy |
| Original URL | https://ldjam.com/events/ludum-dare/40/shooter-guy |
Ratings
| Overall | 555th | 2.938⭐ | 26🧑⚖️ |
| Fun | 551th | 2.813⭐ | 26🧑⚖️ |
| Innovation | 667th | 2.042⭐ | 26🧑⚖️ |
| Theme | 676th | 1.636⭐ | 24🧑⚖️ |
| Graphics | 529th | 2.783⭐ | 25🧑⚖️ |
| Audio | 394th | 2.739⭐ | 25🧑⚖️ |
| Humor | 285th | 2.875⭐ | 22🧑⚖️ |
| Mood | 438th | 2.891⭐ | 25🧑⚖️ |
| Given | 30🗳️ | 14🗨️ |
You could make bullets faster, spawned from center, a bit big and brighter, you could also add more bass to the shooting sound, would feel better :)
You already know that the enemies could be more aggressive (also, there could be more of them). I may add that some of the sounds are underwhelming. For example, the shooting sound is missing power.
Good luck!
Good game, sad that time ran out for enemy movement.
Like others, I didn't really get how it relates to the theme, unfortunately. There are other problems other people already pointed out (AI that you didn't have time to fix, the levels are too big and too empty, and it's hard to aim correctly as the bullet is super small and you actually shoot at the right of the crosshair). I did like the art-style though. (I also ended up spotting a flying plate in the first level ^^)
Overall, good job for the effort, it isn't easy to make a 3D game in such a short span of time. I'm pretty sure that with some post-jam work, you could make a fun little game out of this project! Keep up the good work! :)
**Cons:** Rooms were too big and empty. Enemies were too easy.
The game had a classic 'Wolfenstein' feel like others mentioned. The way the bullets flew and enemies died was great, gave me a chuckle.
I would suggest you keep working on it to find out how to make it more fun to play. Of course enemy ai would be a huge improvement, but there are a lot minor things you can improve that are fairly easy to achieve.
First of all, I would recommend this video to you:
https://www.youtube.com/watch?v=AJdEqssNZ-U
I know, it's about 2D platformers but a lot of information applies to any action genre really.
Concretely, I would suggest you work on the flow of the game. Try increasing your fire rate and see if that makes your game more fun. Then of course do the same for your enemies to see if it forces the player to be on their toes more. Maybe make the player move faster as well. Make the moment of attack of your enemies more random and give a clearer indication when they fire (e.g. muzzle flash). Maybe have the tougher enemies take more than one hit and give an indication when they are hit. Maybe you can distinguish them besides the visuals, like giving them different weapons or attack patterns. Make the bullets travel much faster (make them hit almost instantaneously). I also think the player bullets may need some more accuracy, sometimes I had trouble hitting the already stationary enemies.
I didn't think I saw the theme incorporated in your game except for that there was an increasing amount of enemies.
Sound effects were nice, but the voice work could have used some balancing so all the sounds have a proper volume (steps a bit quieter, enemy voices/shots a bit louder, etc).
For a 48 hour game it was not bad, and I am sure with some practice you can create something so much better next time.