Masked by fpwong
Masked is a fast paced fps shooter. Reveal the world that has been hidden from you~
Play it here (Windows): https://www.dropbox.com/s/m4euyyqgw6h08tw/Masked%20v4.zip?dl=0
Controls
- WASD - Movement
- Shoot - Left mouse
- Menu - Esc / V
- Change weapons - 1 / 2 / 3 or Mouse wheel
Full Playthrough
https://www.youtube.com/watch?v=Ko8uVXVlV84
Hints
- Always keep strafing
- Use your 2nd and 3rd weapon when they are not overheated
- Enemy shots block your attacks
Links
- SITE: https://fpwong.github.io/
- TWITTER: https://twitter.com/funcpwong
- YOUTUBE: https://www.youtube.com/channel/UC8xnn1ZKbd66y6AUde1511g
Assets
- Music from http://maoudamashii.jokersounds.com
- All other assets from Unreal Engine samples projects or Infinity Blade assets
Changelog
- v2 - Fixed bug with capturing targets.
- v3 - Last minute change to balancing and map layout
- v4 - Fixed falling off the map. Made barrier more obvious.
| Original URL | https://ldjam.com/events/ludum-dare/38/masked |
Ratings
| Overall | 570th | 3.059⭐ | 19🧑⚖️ |
| Fun | 345th | 3.235⭐ | 19🧑⚖️ |
| Innovation | 691th | 2.353⭐ | 19🧑⚖️ |
| Theme | 701th | 2.529⭐ | 19🧑⚖️ |
| Mood | 233th | 3.529⭐ | 19🧑⚖️ |
| Given | 18🗳️ | 13🗨️ |
There is actually quite a bit of content to play through, I liked it.
edit: "LD38_Export" crashes when I try to open it :(
The fog of war seemed a little too close for my like at the start, but as I got into it I think it might be perfect. Any further out and it might have been too easy to dodge incoming attacks and just snipe the enemies from afar.
I would be very interested if you added procedural level generation, some pickups like limited use weapons, and maybe level bosses.
Good work, I hope you keep working on it!
** what could be improved if you want to develop your game further **
- fog of war could be more ...foggy. With sharp edges it feels arbitral.
- barrier looks a bit like a glitch. I suppose it's intended, but ideally it would be clearer that it's *supposed* to be like this - it's a tricky one to get right, I'll provide a visual example I got somewhere on my hd, but I must dig around a bit ;)
- second (middle) gun could point a bit more up - it looks like it's directed at the floor. Not a big issue, but it doesn't feel exactly right
- make the terrain and paths more recognizable. It doesn't necessarily need to be more textures, just characteristic shapes would do. For now, it's easy to get lost just because passages look so similar. Navigating is actually the hardest part in the game.
- as with fog, transition between differently textured areas should be much more smooth. Sharp, arbitral changes doesn't make it feel more surreal, just give off an unfinished vibe - especially since models and textures you used look professional.
- difficulty: something that would make the fights more challenging. I'm not an FPS pro, but still it felt easy.
- ability to set mouse sensitivity (it's devilishly high for me)
Your project sets an interesting mood, it just needs some love when it comes to level design, and some polish. It's solid work, don't take me wrong ;) But it could be even better. Mechanics and atmosphere are there, now it's mostly polish, tweaking and adding content if you want your project to grow.
Cheers, and stay awesome!
https://www.youtube.com/watch?v=tDuO7KTgNEs
Seems alright based on the small segment I played before it dipped into single digits. The weapon are a bit anemic, more effects and recoil would fix that.