Vain Vullet by SwiatowskiSoundDesign
Uncanny foes are more than meets the eye. Deep within their flesh hide wicked creatures you must take down. A horror FPS game with Lightgun-Era action.
Aim for the legs to slow them or the head to kill them faster or even just the chest for a bigger target.
CONTROLS:
WASD: Move and turn around Mouse: Aim M1: Shoot M2: Open doors R: Reload
NOTES:
we updated the game and fixed a bug that only appeared in the build of the game that wouldn't let you die or take dmg, we also disabled jumping which was not meant to stay in the game.
second update to fix some things I missed like putting the roof back after moving it to see better in the editor and changing the footstep sound to what it was supposed to be as well as slowing enemies a bit and have them stop further away from the player and turning off collision with their bodies.
the settings menu mid level does not work but the one on the main menu does.
the webgl build might be laggy depending on your computer and browser.
| Link | https://tuocs.itch.io/vain-vullet |
| Windows Zip | https://drive.google.com/file/d/1F0jgfYluSYNRYViM-38p2LqghtUD3X9e/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/vain-vullet |
Ratings
| Overall | 1861th | 2.596⭐ | 28🧑⚖️ |
| Fun | 1833th | 2.404⭐ | 28🧑⚖️ |
| Innovation | 1602th | 2.673⭐ | 28🧑⚖️ |
| Theme | 1874th | 2.3⭐ | 27🧑⚖️ |
| Graphics | 1505th | 3.019⭐ | 28🧑⚖️ |
| Audio | 853th | 3.269⭐ | 28🧑⚖️ |
| Mood | 770th | 3.596⭐ | 28🧑⚖️ |
| Given | 23🗳️ | 28🗨️ |
Hope you get to finish it later, but definitely get some rest first!
Also, the enemies take alot to die, so my main interacton with the enemies is them gettng up in my face in about 1.5 seconds, covering my screen, and me trying to move away from them and shooting them
And speaking of the stream, here's the vod if ya wanna rewatch;
https://www.twitch.tv/videos/1002310964
Overall a good jam project! I liked the enemies transforming as you shoot them. It made it kind of scary and frantic.
The controls combined with the map and enemies, yes, are somewhat problematic. We were on a rush, and didn't have time to properly test the game. It feels as if the issue is due mainly to the speed and behaviour of the enemies, however.
As for the movement you mention, it's actually quite similar to an on-rails system, which is quite common among the games that inspired the original idea (Killer7, House of the Dead) The small building with narrow rooms, however, had to do because we ran into issues getting most of the animations and models properly into the game (But Scout and I finally solved it!) so sadly, actualy game execution and polish does feel lackluster
@fosf0 Haha, the controls admitedly can be awkward, which was expected from such an unconventional system. The goal was to merge together the controls of Resident Evil 1 to 4 with that of on rail lightgun shooters of the arcade era. We'd need way more time to properly polish them along other variables. And thanks for the compliment... I worked nonstop to make sure every model looked somewhat ok for LD standards, mesh, texture, animation and all!
And the clipping... Yes, sadly we had a single coder who was already overworked by the project. Issues like that were bound to happen, but we decided to focus on making the game somewhat work.
All in all, the game is intended to be more of a gameplay experiment, the way thought of it while working. I really wanted to see if the controls in Vain Vullet could work.
Anyways, i do appreciate the feedback. More linear stage design would absolutely benefit the game's pace without having to sacrifice the movement. Thank you for your opinion on our game!
The core idea of the game was to implement the arcade feel of on rail shooters with a more dynamic stage progression, and this game is by no means the best execution, but i have high hopes for the direction and concept itself. I would love to keep working on this to make it a proper polished game someday.

:scream:
Also i never modelled for a first person game before... Which is the reason for that uncanny arm. I admit he gun swaying around proved to be the main challenge to tackle modelling wise, though.