Crawler Of Doom by nightchild

[raw]
made by nightchild for Ludum Dare 59 (JAM)

!WARNING! You need to have friends for the Multiplayer !WARNING! What happens when you add signals to a dungeon crawler? yes! right! you get the first "Death Match Multiplayer Dungeon Crawler FPS"

Ratings

Theme 839th 1.833⭐ 17🧑‍⚖️
Given 46🗳️ 0🗨️

Feedback

GeraldFIngBurke
Apr 21st · 16:40 UTC
This was an interesting take on the genre. I had a hard time with some of the controls. Didn't seem to be able to turn most of the time. Doing a multiplayer game like this for a three day jam is still very impressive.
RushB
Apr 21st · 16:43 UTC
maybe add bots?)
gKthegkpchannel
Apr 21st · 16:51 UTC
i fought this guy named simon, he beat my ass (i think)
JustinMullin
Apr 21st · 16:56 UTC
Well, not every day you see a multiplayer submission for Ludum Dare! I'm impressed you managed to pull this together. The game itself is a bit wonky, movement animations are a little stuttery and the weapons seem wildly imbalanced (takes about 30 seconds of unloading to kill someone with the pistol or machine gun, but the shotgun one shots), but everything _worked_ and I didn't find any bugs while I was testing it out. Very cool at least as a tech demo!
JuanRod707
Apr 21st · 16:57 UTC
Interesting idea, unfortunately it was impossible for me to play properly as I was experiencing 300ms lag :(
half-animal-half-beast
Apr 21st · 16:58 UTC
i waited a few minutes for the game to start, but nothing seemed to happen. i also tried pressing r, but didn’t get any response (no sound or visual).

unfortunately, i wasn’t able to actually play the game. from the screenshots it looks interesting though, so it’s a bit of a shame i couldn’t experience it
🎤 nightchild
Apr 21st · 17:03 UTC
thank you all for testing the game, I try to be always there and join the rounds (I actually enjoy the snappy panic movement :) ).
I agree, bots would have been nice, but I barely got it done in-time.
And yes, balance and the net code is not 100% there (probably just 10% there), but it was quite hard to test it alone.
```
Here is the balance table:
{.m_Damage=100,.m_DamageDecayByDistance=100,.m_TicksTillFire=0, .m_TicksCoolDown=5}, //knife
{.m_Damage=15, .m_DamageDecayByDistance=1, .m_TicksTillFire=5, .m_TicksCoolDown=5}, //pistol
{.m_Damage=10, .m_DamageDecayByDistance=1, .m_TicksTillFire=4, .m_TicksCoolDown=1}, //uzi
{.m_Damage=20, .m_DamageDecayByDistance=1, .m_TicksTillFire=5, .m_TicksCoolDown=2}, //mg
{.m_Damage=100,.m_DamageDecayByDistance=20, .m_TicksTillFire=10, .m_TicksCoolDown=10}, //shotgun
{.m_Damage=100,.m_DamageDecayByDistance=5, .m_TicksTillFire=20, .m_TicksCoolDown=20}, //laser
```
I feel like there might be a bug with the distance decay.
OLEGATOR0270
Apr 21st · 18:24 UTC
Cool graphics
Blues
Apr 23rd · 19:10 UTC
not sure the controls were working properly, it was stuttering a lot and not sure i was able to turn. but impressed you managed to make a multiplayer game for the jam!
attentionadmin
May 01st · 10:23 UTC
It's too bad there's no webgl build