Chitin Conquest by Zac McDonald
Made this solo in 72 Hours with some friends helping with testing and QA.
Alien gnats have infested a local shipping container terminal and have begun to breed. It is your job as an ex-military operator to exterminate the critters before an epidemic is at hand.

Fair Warning: It's pretty tough.
Playable with Keyboard + Mouse , or (a little edgy) XBox 360 Controller.
Please give comments and ratings all feedback welcome.
Known Issues: - Multiple pickups can spawn on top of each other - Major lag when many enemies die at once
FOR LINUX USERS HAVING ISSUES:
I'm pretty nooby with Linux. Running Arch, needed to "chmod +x" the executable to run it.
Ratings
| Overall | 891th | 3.093⭐ | 29🧑⚖️ |
| Fun | 1017th | 2.661⭐ | 30🧑⚖️ |
| Innovation | 865th | 2.839⭐ | 30🧑⚖️ |
| Theme | 261th | 3.833⭐ | 29🧑⚖️ |
| Graphics | 186th | 4.161⭐ | 30🧑⚖️ |
| Audio | 625th | 2.688⭐ | 26🧑⚖️ |
| Humor | 655th | 2.75⭐ | 24🧑⚖️ |
| Mood | 756th | 3.045⭐ | 24🧑⚖️ |
| Given | 15🗳️ | 12🗨️ |
@b34k3rm33p yeah, you really need to be moving constantly. Were you using the Linux build per-chance? I know it has some issues. It worked as intended about 50% of the time for me. It also wasn't tested until the very end, so didn't do much to fix bugs for it.
Very laggy even on i7+1070 :-\
I really liked your graphics and I liked the general gameplay. Here and there a little clunky because of the aiming but still a lot of fun :)
Despite of this I had fun playing it and an overall positive experience! I really like the voxel style. Good job!
This is only annoying because i really liked the look of this, the voxel characters look good and the small level looked like it would have been fun had i been able to feel more in control.
@radmccool glad to hear everyone liking the art, it was very fun to make. Regarding the control scheme, I was going for a difficult game but I wanted it to still be goofy to fit the art and mood I wanted, hence why the orbit camera is there so you can see the madness and watch as the critters hunt you down. Likewise the swaying of the crosshair was to make it harder but also highlight some fun with the animation. Glad to hear someone liked the snap-aim with the orbit camera, I added that because a friend wanted to be able to kite while seeing where he was moving, so glad to hear it got used.
I do agree @chinykian that the enemies are quite fast, but this was quite intentional as I really wanted the player to experience a sense of urgency in killing them off, just to see more pile over the shipping containers :yum: It also happens that you move faster diagonally, so that helps immensily if you want to cheese it.
I would have liked to fix the aim camera clipping @arputikos however my first solution just didn't work well so I just left it as is; time limit and whatnot. Regarding the gun fire-rate, as stated on the info board, more ammo = slower firerate, with the inverse being true also. That was 1 of 3 ways the theme was incorporated. That level restart bug does annoy me a little, it works like 80% of the time, relaunch seems to fix.
Thankyou again for the praise @skipyc I think most things you commented on should be addressed.
Thankyou so much guys!! It's been awesome to get your feedback. Almost at 20 ratings too :smile:
Couldn't see much but the character's head when aiming... couldn't shoot anything when not aiming..
Camera was having issues in multiple ways with viability. You need to setup a 'no clip' script to keep the camera from going into the walls and make the character go (semi-)transparent when aiming so you can actually see the combat around you.
If there were ammo levels, the UI didn't give that away.
Some splatter/death effect when you kill a bug would have been good.. things got overly chaotic and I couldn't tell if I even killed anything.