RoomZ by John llyod Apolo
Enter different RoomZ and complete the condition to proceed.

| Link | https://sleepy-lava.itch.io/roomz |
| Link | https://sleepy-lava.itch.io/roomz |
| Link | https://sleepy-lava.itch.io/roomz |
| Original URL | https://ldjam.com/events/ludum-dare/51/roomz |
Ratings
| Overall | 1109th | 2.9⭐ | 27🧑⚖️ |
| Fun | 1063th | 2.78⭐ | 27🧑⚖️ |
| Innovation | 1027th | 2.78⭐ | 27🧑⚖️ |
| Theme | 1031th | 3.06⭐ | 27🧑⚖️ |
| Graphics | 1065th | 2.56⭐ | 27🧑⚖️ |
| Audio | 701th | 2.78⭐ | 27🧑⚖️ |
| Mood | 1054th | 2.82⭐ | 27🧑⚖️ |
| Given | 17🗳️ | 26🗨️ |
The screenshots look cool! Would love to try.
P.S. I find I can shoot while reloading. Is that intented?
I like that the player AND the enemies change behaiviour all 10 seconds.
Would be cool to have some Feedback when the player is hit, or when the 10 seconds are over. (maybe just an audio cue)
Other than that: Great concept!
Keep on doing !
I was kind of disappointed that the game was over after 3 rooms, which is a good thing I think!
Also, it is a bit too easy I think. I mean, I survived for about a minute in the first room without bullets ^^"
About the game itself, I actually didn't get very far. I first noticed that the mouse sensitivity was way low and without a way to adjust it, it's pretty difficult to aim.
After that, I think I only had enough ammo to kill 2-3 enemies, then couldn't find a way to get more.
- add some indicator for when the player was hit and from which direction, so players understand how to avoid future hits
- A better Indicator for reloading, currently the block goes in and when it's not moving anymore, the reload is complete, would be way more visually understandable if, on a finished reload, the block would pop out or the weapon would shake or something on the crosshair, something to clearly indicate when the weapon is ready to shoot again
- Same for starting the reload, something should move quickly within 0.1 seconds to indicate the reload has started, greyed out crosshair, animations on the weapon, additional sound that has a very clear start and end
- I think there was no sound when hitting an enemy and no indicator other than their healthbar shrinking, there should be a distinct sound and a hit-marker on the crosshair (usually a 45° rotated X in the middle of the crosshair)
- Instead of giving instructions inside the room, you could write them on the outside in 3D space, so the game flow is not interrupted by UI but by the intention of the player (him stopping by to read what's written there)
Other than that it was quite straight-forward and I made it to the end in my first try while also understanding the rules of the game. I like that, especially in Jam-Games.