The Hidden Soul by Ovid

[raw]
made by Ovid for Ludum Dare 47 (JAM)

Story

Your friend was captured in the phantom realm! you've got to clear all the phantoms and save your friend. In order to walk in the phantom realm you have to have an anti-phantom-lamp, and you can only walk in the area that's lighted by the lamp, you've got to stick to the lamp's loop of light. Can you save your friend?

How to play:

Use W and S to go back and forwards

Use A and D to rotate

Use Q and E to strafe

Use J swap Items

Use L to open a door

Use K to shoot

Use I to reload manually (it reloads automatically anyways)

When holding the lamp you can move freely but you can't fight back.

When holding the gun you can shoot but you are bound to the circle/loop of light.

Walk on the pick-ups on the ground to collect them.

scrnsht1.png

scrnsht4.png

Other bits

This game was written in a custom game engine using C++ and OpenGL

Recommended: - When the game is done loading rotate a little bit to increase the FPS. - Don't play on fullscreen

Important

If you get this error: error.jpg

Click on the installer in the game's folder called VC_redist.x64.exe, this should install the necessary files for the game to run.

Have fun! :D

Ratings

Overall 956th 3.389⭐ 47🧑‍⚖️
Fun 888th 3.272⭐ 48🧑‍⚖️
Innovation 1108th 3.033⭐ 47🧑‍⚖️
Theme 1474th 2.772⭐ 48🧑‍⚖️
Graphics 1009th 3.326⭐ 48🧑‍⚖️
Audio 625th 3.375⭐ 46🧑‍⚖️
Mood 668th 3.5⭐ 47🧑‍⚖️
Given 44🗳️ 66🗨️

Feedback

RAFFE
06. Oct 2020 · 11:33 UTC
Hey! First of all respect for writing this game in C++ and OpenGL using a custom game engine.

This is a fun 3d/2d mix shooter game! It took me a little while to fully realise the game mechanics and using the lamp and stuff. I could've obviously checked the instructions as there it clearly says that. But either way, after getting used to the feel of the game, it started to be really fun! The sprites of the monsters were actually sick. I don't know what it was about them, but they looked awesome. Even when they fired at you with something, the animation and the sprite isn't like "next-gen" but it still looked good.

Also props for adding music and good sound effects, it made the game a lot more interesting! And the mood was also cool.

Huge props for doing this game, and a cool entry! :)
Adiwan
06. Oct 2020 · 11:38 UTC
Haven't played a Wolfenstein clone in a long while.
The lamp mechanics are good.
As I was walking I had troubles judging how far I could go when the lamp was put down.
I believe having a visual indicator for how far from the circle the player is (tinting the peripheral view or something else) would be great.
Gelgavish
06. Oct 2020 · 11:38 UTC
Thank you so much @raffe! Yeah, the game gets more fun after you learn the mechanics (and the weird controls...). The only thing that we didn't have time to do is the animation :\ but the monsters are cool anyway :D
tubaDude99
06. Oct 2020 · 11:45 UTC
I like the Doom feel, but unfortunately I'm not very good at OG Doom so I didn't get too far. What I played was fun though; staying by the lamp definitely added an interesting challenge.
Gelgavish
06. Oct 2020 · 11:45 UTC
@adiwan there's an indicator actually, the circle is drawn on the ground, but it's pretty blocked by the GUI, so we might add an additional indicator in the future, thanks for your reply :)
Chocolat-Endive
06. Oct 2020 · 11:47 UTC
Very nice! :)

It took me some time to get used to the "swap to move" mechanic, but after that it was fun to navigate in the dungeon and kill some angry mobs. I really liked the audio atmosphere and the pixelated graphics.
The game was a bit difficult for me and I didn't make it very far, but I usually almost don't play 3D FPS games, so it may not be as hard for someone used to this kind of gameplay.

On the technical side, great job on the engine, it works beautifully! I played on Linux via Wine and it felt bug free.
CookieNoir
06. Oct 2020 · 11:48 UTC
Cool! It was really great idea to try to make the game using Raycast Engine. Got lots of joy :)
Gelgavish
06. Oct 2020 · 11:58 UTC
@tubadude99 and @chocolat-endive, yeah the game is pretty hard, it took several time for my friend and I to finish it, and we are the developers.

@chocolat-endive it works on Wine? nice, I'm really surprised, I berally excepted it to work on Windows

@cookienoir yup, raycasters are very simple and fun to make, especially with the great tutorial we found for the rendering part
etrealjunior
07. Oct 2020 · 08:42 UTC
I liked your game my congratulations, I also did one if you want to know, and give me your feedback I am very grateful, this is the link https://ldjam.com/events/ludum-dare/47/resurrection
andrei009
07. Oct 2020 · 08:45 UTC
I've rescued my friend :) .Reminds me of good old shooters. I wish enemies that shoot fire shoot more slowly and make a sound when they shoot, quite hard to dodge them, the only way to beat them is to shoot them before they see you.
Feiko
07. Oct 2020 · 08:53 UTC
very very nice it has those early wolfenstein vibes and I love that
Gelgavish
07. Oct 2020 · 09:19 UTC
@andrei009 No problem, let me know if you get more problems :)

Thanks @feiko :) we aimed for that feel
Nolife_M
07. Oct 2020 · 19:04 UTC
Great shooting game, remind me about doom ;D.
Game_Coder28
07. Oct 2020 · 21:05 UTC
Love this game! Very much reminds me of Wolfenstein! congrats!
🎤 Ovid
07. Oct 2020 · 21:08 UTC
Thank you @nolife-m and @r3l0ad1! Yes, we were inspired by Doom and Wolfenstein 3D when we made this game.
C0nt
08. Oct 2020 · 09:11 UTC
It's really cool that you made this in a custom game engine. I'm also learning OpenGL for the first time, so it's interesting for me to see games made in it.
I also like the core gameplay idea of having to switch between your lantern and your gun, but the execution itself is poor. There are these brief moments of input lag that you get after reloading or switching weapons, which may have been unintentional. It could have used an indicator that told you when you could shoot again.
The start could have also been more clear. The instructions don't match the actual controls and there's no mention of the light mechanic. Because of the small room and the angle of the camera, the circle of light isn't really visible. I was stuck for 3 minutes trying to understand why I couldn't get through the door.
Gelgavish
08. Oct 2020 · 13:02 UTC
Hey @c0nt, good luck on your OpenGL learning journey :D

Yeah, you mentioned the main problems we have in this game, the controls aren't the best, they're pretty unintuitive and annoying for the first time. About that input lag after reloading, originally we did it when there was no reload animation and forgot to adjust it to the animation so there's now a weird lag after the animation is done.

About the start, we would love to add a tutorial level but we had about 20 minutes before the deadline when we were finished with the level design, so we stayed with the "Controls in the LD page" but the writing at the start was a pretty bad idea.

Thanks for the feedback :)
C0nt
08. Oct 2020 · 15:22 UTC
@gelgavish heh, thanks for the words of encouragement. But yeah, totally get the deadline thing.
DumbDumb
09. Oct 2020 · 00:53 UTC
damn was this game made in Opengl ? thats amazing !
enjoyed the game a lot !
Gelgavish
12. Oct 2020 · 07:44 UTC
Thanks, @dumbdumb, making a game in OpenGL isn't as hard as it sounds :D
Hicko
13. Oct 2020 · 17:36 UTC
Nice game!
Gelgavish
13. Oct 2020 · 17:46 UTC
Thanks @hicko !
🎤 Ovid
13. Oct 2020 · 18:05 UTC
Just some comment not related
asfdfdfd
13. Oct 2020 · 20:05 UTC
My big respects for the custom game engine.
Gelgavish
13. Oct 2020 · 20:37 UTC
Thanks, @asfdfdfd, it isn't as hard as it sounds, no with the internet anyways... ;)
Hadik
14. Oct 2020 · 09:37 UTC
I like mood in this, game really I like it.Averagly fit into the theme..Chmm, that game is really fun, good for you :).Good and clean art, that what I want! :).Overall your game is good, good job.


Last words to game: I like this kind of wolf3d game, its retro but its 3d so :)

One last note: I always write down honest review, because everybody need that, not just nice craps with some bullshit, but sometime I will aperceite very good games. So if this review insult you, but use it well :) Anyway every game is counting so :)
Gelgavish
14. Oct 2020 · 09:42 UTC
Hey @hadik, thanks for your honesty, we decided to focus on getting the theme into the gameplay itself, so it might not be the best fit. I'm glad you liked the art, clean and simple is the best we can do ;)
Wakobu
14. Oct 2020 · 23:11 UTC
Congrats for this game !
The game itself lacks balance and mechanisms but your engine is really promising.
If you improve it between two gamejam, you could achieve to do a more complete game !
Nice mood and graphics.
Gelgavish
15. Oct 2020 · 05:45 UTC
Thanks, @wakobu! About the engine, it's not really our main game engine, we developed it in 3.5 days before the jam (a long story), @ovid and I have our own more advanced engines, but they're not quite ready for making a real game so here we are.

Btw, what do you think we should balance?
Wakobu
15. Oct 2020 · 08:38 UTC
Well, I like the diea of choosing between shoopting and moving but since you're sticked to the ground when shooting and since the low firerate, it's too hard to kill enemies without taking an hit.
Gelgavish
15. Oct 2020 · 09:53 UTC
@wakobu, you can actually move in the light circle when holding the gun. Low frame rate huh? We didn't encounter FPS lower than 30 when testing, even on other computers, I did get some major frame drops when I tested it yesterday. Guess that what's happens when you make a game engine in 3 days...
Wakobu
15. Oct 2020 · 10:00 UTC
\*low **fire rate**, not framerate
Ok, I didn't noticed about the light circle ! I'll re-test it
Gelgavish
15. Oct 2020 · 10:34 UTC
ohhhhhhh @wakobu, my bad, yeah we didn't want to make the weapon too OP but we might have slowed it down too much
Wakobu
15. Oct 2020 · 11:26 UTC
Ok ! With your additional information, I could finish the game ! It's way easier when you strafe :wink:
Ok so I would like to correct my review: the balance problem is not really the firerate but the tankiness of foes and the "freeze" time after using the gun (after the end of firing animation, you cannot reload/change weapon instantly).
Good job guys !
kuro
17. Oct 2020 · 15:33 UTC
I was annoyed by the controls in the beginning a little bit, but once I got used to it, this game really grew on me. It's really impressive that this was built on a custom C++ engine. The mechanic with movement/shooting is inspiring. Now I feel like making something like this(but also completely different :laughing:)I don't have much else to say, besides "great work" .)
Gelgavish
17. Oct 2020 · 17:42 UTC
Thanks, @kuro, the controls are so annoying at the beginning... and I made this game!
Invixel
17. Oct 2020 · 18:35 UTC
Very cool game! Opening the doors was scary as hell, and the music did a good job reinforcing that. The enemy sprites were varied and monstrous, but all monsters functioned very similarly. If you had more time, I would suggest differentiating their behavior more.

The controls were hard, and I definitely prefer when i can look around with my mouse, having strafe and turn as different buttons is not something that I'm used to at all (but if the game was longer I'm sure i would get used to it).

Really cool to see someone do something totally custom. Great job!
Gelgavish
17. Oct 2020 · 18:56 UTC
Hey @invixel, thanks for your feedback! Yeah, we have only 2 types of enemies, shooting and melee, in order to make the enemies more interesting and unexpected with no time to develop multiple AI's, we just randomized the sprites for the enemies so the would not be persistent.

The controls are a pain at the start, but you get used to it in the second run.

My friend made the enemy sprites and I still have nightmares ...
VPhyre
23. Oct 2020 · 02:49 UTC
Your game is very old school, and this is amazing! I really enjoyed your work, mainly because it was the only one so far that I saw that you tried to do something in C ++, and I think it very interesting. The graphics are nice and the gameplay reminds me of Doom. The sound is very good too. I was just a little confused on how the controls worked (although I had the tutorial explaining), but nothing that got in the way of the experience. On the contrary, in general it was a very cool and fun experience. Congratulations, good job.
kaem
24. Oct 2020 · 19:50 UTC
Nice game! It might be the first jam game I played that was made with Cpp/OpenGL, respect! Controls and combat are a bit harsh, but I really enjoy the overall feel and mood of the game. Impressive work <3
🎤 Ovid
24. Oct 2020 · 20:47 UTC
Thank you @kaem! It's very nice that this game is one of your first OpenGL/C++ games that are checked!
🎤 Ovid
24. Oct 2020 · 20:57 UTC
Thank you very much @vphyre! It's very satisfying to read that you really enjoyed our work :smiley:
TinySalad
25. Oct 2020 · 10:09 UTC
Very well done! I enjoy the classic 2.5d shooter(even if I have trouble getting used to the controls).
🎤 Ovid
25. Oct 2020 · 10:57 UTC
Thank you @tinysalad, next time will have better controls :)
JUSTCAMH
25. Oct 2020 · 14:57 UTC
Hey, I randomly played your game on stream! It had a neat aesthetic but the mechanics were tough to understand, at least in the beginning. Here's the vod if you wanna see what happened (yours is towards the end): https://www.twitch.tv/videos/781363405