Cyclotroid by Korteh
Description
Cyclotroid is a metroidvania-style sci-fi first person shooter. You are stuck in a maze of circular layers, and the only way to get out is to rotate them while fighting off the hostile fauna.
Controls - WASD - move - Mouse - aim - LMB - shoot - Scroll wheel- change weapon - Esc - pause/map
Authors - Korteh (@superkorteh): art, gamedesign, level design - OmicronPerson (@OmicronPerson): code, gamedesign, animation - ASTRO (@elysian_tunes): Music, SFX, text beta

| Youtube | https://korteh.itch.io/cyclotroid |
| Original URL | https://ldjam.com/events/ludum-dare/47/cyclotroid |
Ratings
| Overall | 635th | 3.611⭐ | 20🧑⚖️ |
| Fun | 602th | 3.5⭐ | 20🧑⚖️ |
| Innovation | 434th | 3.667⭐ | 20🧑⚖️ |
| Theme | 660th | 3.75⭐ | 20🧑⚖️ |
| Given | 19🗳️ | 8🗨️ |
Game itself is great, maybe too much shooting of basic enemies - it is boring after 5 rooms.
There is a way to open the map actually, it shows then you pause the game (esc button), totally forgot to mention it in description
Let's discuss some of the problems I had with your game:
* The gravity seemed a bit too strong. Falling felt rather abrupt, as well as the jumping. This might be more "realistic" but reducing the gravity as well as the jumping height a bit would add a lot the the enjoyment of the platforming passages.
* To not include a cross hair is a bold move that has to be earned, either via means to aim properly or another mechanical compensation. I think in your case, adding one would've been beneficial for the overall player enjoyment.
* The shooting felt rather flat. There wasn't much of hit feedback and this the fun of shooting stuff was taken away almost completely. The shooting itself was fine, with flying bullets and accompanied sound effects and all, but the receiving parties didn't really care much for being shot.
* Though the rotational puzzle design is novel and the technical implementation was also very good (shooting doors, going through the gates etc) I lost interest pretty quickly. The rooms themselves weren't that interesting and didn't hold a real challenge or variety to keep me engaged. Since shooting stuff wasn't satisfying in it's own right, there wasn't really any motivation for me to play more than a few minutes.
* Last but not least, the biggest culprit: Muzzle flash! That thing was a real problem. It covered half the screen and flickered like a disco light. I'm lucky to not be epileptic but I had to stop playing after my eyes started to hurt. Aiming with that obstruction in your face was also almost impossible. And even if you had a nice hit feedback on the enemies, it would almost be invisible. It's such a minute detail but had a huge negative impact on my enjoyment.
All in all, I was really looking forward to play my first FPS this jam, but had to quit after reaching the outer ring, because I couldn't take the muzzle flash anymore. Generally, you did a lot of things right and the ideas were clever and interesting, but it's still missing the last extra mile to be an engaging experience.
Still a solid entry! Hope my feedback helps a bit to make better games in the future. Cheers :)
I think the main thing you could have added to make the game feel a lot better was a secondary fire to the main gun? (probably some kind of charge up thing) At the moment it feels a little weak, so also having access to a secondary stronger fire might have helped a lot.
Definitely a fun use of the theme though.
Wow, i think this is the longest feedback i ever recieved here :O
Thank you, Im glad you enjoyed our game, before our mistakes piled up too much.
All graphics assets were made in 3 days, not including voting categories was my mistake which i discovered only after submission closed. I probably accidentally turned them off while editing the page. And this just makes me sad, we usually ranked pretty high in graphics category.
I agree with your gripes especially with balancing issues. Usually we had enough time to test and tweak the game, but this time we barely had any time to build and upload. Trying to design ~20 rooms which assembled in different routes probably wasn't the best idea for 3 day deadline haha
Thanks for the feedback!
Not sure about secondary fire, but room and battle design definitely needed a lot more time. Sadly we barely had time to build and hit upload button this time.