Alive for another 10 seconds by Cammymoop

[raw]
made by Cammymoop for Ludum Dare 51 (JAM)

Get to the end of the level with the highest possible score. That's the easy goal of this first person runner. A fully cycle takes 10 seconds. Every cycle consists of 2 phases. A red phase and a blue phase. Many game elements are only usable in one phase. Targets in the game give you some points for your score. If you do not increase your score over the time of a full cycle you will start to lose health. Run and warp your way through 5 - or maybe 6 - levels.

Controls:

  • WASD for movement
  • Mouse to look around
  • Left Click to shoot
  • R to reset to the last checkpoint
  • ESC to take a well deserved break

Ratings

Given 17🗳️ 9🗨️

Feedback

Gucio Miszcz
04. Oct 2022 · 06:59 UTC
Second level was pretty tough, did not manage to finish it. Interesting mechanics, was really fun to play :)
Jibberwocky
04. Oct 2022 · 08:30 UTC
The simple graphics on the finger-guns shot was really satisfying, I feel like maybe some levels either needed more checkpoints or easier jumps as I had a really had time with the second one.
lectvs
04. Oct 2022 · 20:02 UTC
So rare to see good indie FPS games in general let alone jams, but you knocked it out of the park! This game was pretty hard, but the movement and shooting was fun! When you run out of time, respawning at the last checkpoint instead of the beginning of the level would be nice :smile: Solid entry overall!
StudioCherno
05. Oct 2022 · 20:25 UTC
Alright, first thing I will say is that the "recoil" isn't what I'd expect from an FPS game, generally speaking when I play FPS games and I shoot I don't want my camera to move up, instead I'd expect the finger guns to rotate up, and then back down to the original position, relatively quickly. Having the camera move really disrupts the flow when you're trying to shoot quickly, especially when you have a very limited time before dying.

Another issue I had is that there's no indication on what you should do, a tutorial would've been very good to have.

The movement seemed a bit to slippery, and I found that there's no incentive to gather points in the first level because you can immediately beat it.

I do think the game has the potential to be a good FPS if you keep at it though! -Peter
organicpencil
05. Oct 2022 · 22:07 UTC
The alternating jump puzzle on level 2 was pretty cool! Level 3 left me completely defeated
LDJam user 306215
15. Oct 2022 · 05:46 UTC
It's always nice to see a 3D game since they're kinda rare sometimes,e specially one done so well with a nice puzzle mechanic and a relatively interesting character controller. If a little floaty for my liking, but I'm a little picky I like my speedrunning games.

The mechanic is interesting though specially in the way that it's a trade off for time vs points. Though I mostly prioritized points. Who nerds time if you just go as fast as you can while getting points. Although uh, that's not the best strategy especially when you keep failing jumps.

Anyway though gameplay wise i will say the levels definitely varied in their intricacy and how clear their layout was. Some of them were relatively vague others were super straightforward etc. but that's about how ti goes with multiple people on levels and the time frame. They're definitely interesting levels for sure though. Some nice tricks some mean tricks and some interesting challenges throughout.

Mechanics wise as I said the player is a little bit floaty and seems to, I think have a bit of a sliding thing, probably to do with deaccel, but as I said I'm also picky so that may just be me being overly picky and that may be the intention.

Also I will say the reload mechanic is a little weird, mainly in the fact that it locks you out of reloading until the next loop, which means if you missed for some reason while frantically trying to hit enough that you will essentially eb stuck for a few seconds just waiting for your death. Or. Ya know just restarting. I feel like at least having it reload on a timer would make it so that's the possibility of survival. Eve if it's not very likely at all. IT would give you something rather than just waiting for it.

That and some sort of counter throughout the level for the full score,. whether that would be when the score labels pop up when you destroy something or whether that would be in like the top left or top right. Could be interesting. That way you have a clear piece of info plan around whether or not you should keep going for points or whether you should focus on the exit. To be fair points seem, relatively secondary but they are there and it could be useful.

One nice QOL change could be to add a zoom when firing, and possibly add some sort of time slow while in it; Though I also tend to play games that have that so maybe I'm just overly used to it. But it could help for those difficulty around the corner shots when you're trying to get through without having to waste a loop.

That as well as possibly adding a bit of, I guess coyote time maybe to when the platforms get disabled. Cause currently they get disabled essentially immediately, which gives you very little time to try and react or to land and a jump off again. Which unfortunately least for me led to a decent amount of waiting for the platform to almost switch before doing anything.


Overall though a very interesting and pretty polished 3D puzzle platformer with a nice setup and some interesting puzzle designs throughout.