Knocking On Hell's Door by Frib

[raw]
made by Frib for Ludum Dare 57 (COMPO)

Battle demons and break through doors to jump deeper into the depths of hell! Made in 48 hours for compo

Play here on itch!

ss1.png

This is an endless first person shooter. Grab guns in each hand, kill enemies, then blast through the door and jump deeper into the endless pit of hell!

Controls: * WASD - movement * Mouse - Aiming and shooting (Lefthand gun = LMB, Righthand gun = RMB) * Q and E - Pick up guns for each hand (Left = Q, Right = E) * Tab - Pause and change sensitivity

Known issues: * WebGL mouse capture wonkiness as usual. Run fullscreen or try windows build if it's unplayable * Ran out of time for a bunch of stuff

Tools used * Unity * Visual Studio * Cubase for music and SFX * Paint.NET * Blender

Post-deadline builds * Runtime optimized WebGL builds (they take ~45 minutes to build) * (Hopefully) fixed some issues with asset loading in WebGL and other framerate problems * Added a windows build with a way to exit the game

Ratings

Overall 116th 3.565⭐ 25🧑‍⚖️
Fun 80th 3.587⭐ 25🧑‍⚖️
Innovation 239th 2.804⭐ 25🧑‍⚖️
Theme 167th 3.457⭐ 25🧑‍⚖️
Graphics 221th 3.109⭐ 25🧑‍⚖️
Audio 82th 3.565⭐ 25🧑‍⚖️
Humor 169th 2.587⭐ 25🧑‍⚖️
Mood 176th 3.261⭐ 25🧑‍⚖️
Given 25🗳️ 23🗨️

Feedback

psychomonster
07. Apr 2025 · 08:20 UTC
Great game. It has bulletTime, more than one enemy and a well polished gameplay. Nice. The monsters are a little hard to hit. I had this rocket launcher an thought it would deal splash dmg like in quake or something like that.. it made the game more challenging this way.
Good stuff, had a lot of fun playing it
🎤 Frib
07. Apr 2025 · 12:31 UTC
@psychomonster thanks for playing! The rockets do deal splash damage but there's no knockback, I ran out of time for lots of little things like that lol
YouCarryOats
07. Apr 2025 · 15:23 UTC
Really fun entry! The music was super catchy and the monsters were very creepy somehow :laughing: I got to floor 15 before I got stuck in rocket spam and died. I think without those being impassable I could've gone a while, I had a nice system going, ha. I really liked the shadows they cast on the walls coz it helped me find em but also made the enemies more menacing, hah. High marks, well done!
atsh
07. Apr 2025 · 15:28 UTC
Really liked the game! The weapons and movement felt very good, and the music rocked
I almost wished if there were more weapons instead of enemy variations, as I couldn't pick them apart. The game felt a bit too easy
But again, like the graphics, the particles, the sound - very well done
yohadams
07. Apr 2025 · 16:13 UTC
Fun, playing it takes me back when i was child and played quake 3 arena a bit ;p
Sevatoxin
07. Apr 2025 · 16:21 UTC
Awesome game, love me some boomer shooter. Great music too! Would also agree that it is a little bit too easy but that for sure does not stop it from being fun. Well done!
🎤 Frib
07. Apr 2025 · 16:54 UTC
@youcarryoats oops those enemy rockets shouldn't block you, I guess I didn't fix that bug properly. Floor 15 is pretty good! My record was 17 I think, but I'm not sure if that was with that bug. Thanks for playing!

@atsh oh I had so many more weapons and enemies lined up, but as you can see I ran out of time lol. The game starts out easy but ramps up in difficulty at around level 12, as the enemies get more accurate and shoot faster each level until they're the same as you. Thanks for playing!

@yohadams haha I'm glad to hear that! I was an unreal tournament child :D

@sevatoxin Better to be too easy than too difficult :D thank you!
argensis
07. Apr 2025 · 21:09 UTC
I liked the fast paced combat and the bgm is fun.

I did find that just running around at the start of the level to bunch up the enemies then backpedalling around the edges of the room to be too effective of a strategy. It seems the AI all just tries to follow you and shoot at where you are which allows for that. It might be good to consider giving the AI a mix of strategies, like having some that try to lead their shots, or others that set themselves up in the centre of the room and basically turret at you.
coatline
07. Apr 2025 · 21:20 UTC
Hey this is pretty cool. I like the music, I think it fits this style game. I do think that the bullet-time effect is a bit too long and happens before I can really shoot at anything, kind of hurting the flow of the game. I also think that some kind of response for when you hit an enemy would be game changing. You could also experiment with how and when the player gets different guns. Just saying, 1 rocket swarmer + 1 rocket swarmer = :fire:
Good job!
Scott R Howell
07. Apr 2025 · 22:01 UTC
Neat game, railguns are insanely powerful, good sound work but I feel like a little more enemy variation and animation work would go a long way
PolymathLD
08. Apr 2025 · 03:49 UTC
Absolutely wild, implementing a fully-functional FPS with all of the classic Quake arsenal in a compo GameJam. Super impressive. Visually could obviously use some work, what with the lack of enemy animations, textures, etc, but I'm sure you know that already. Also loved implementing "depths" as "levels of hell in a Doom-like". Great fun, thanks!
whateverdat
08. Apr 2025 · 15:59 UTC
Good work implementing different weapons in such short time while making each feel different, railgun is pretty sick lol
muriel
08. Apr 2025 · 16:57 UTC
Doom vives baby, great job :) !!!
LDJam user 285197
08. Apr 2025 · 19:02 UTC
Making a 3D game in the course of the 48 hours is kind of insane! I really like how I can have a weapon on both of my hands, it allows for some great weapon building. The visual effects for the weapons and the sound design were also quite impressive. I have a few minor things that I would recommend. It can sometimes feel a little unclear where my bullets will land and most of the time it feels kind of like dumb luck, also you really only have one enemy as far as I know, so as I kept going it started to feel stale and a little repetitive. A variety in locations and enemies and more clarity on weapon firing would make this game even better! (I also really liked how as I fall the camera slows down, I tried to make some interesting trick shoots on the enemies)
BridgeOnAStick
08. Apr 2025 · 20:04 UTC
Really well done in 48 hours! Double minigun all the way, tried the other weapons as well and each have their own fun!
🎤 Frib
08. Apr 2025 · 20:13 UTC
@j4cko16 if I had an extra day, I could've added so much more :') all your criticisms are very valid. I had all the systems in place roughly 6 hours before the deadline so that's why the actual content is a bit scarce. I am now in the position to add new weapons and enemies (and behaviours) rather easily but it sadly was too late for the deadline. I'm happy that I managed to get these 5 weapons in but there were a few more that would've really added some more variety with a unique feel. Same with enemies, technically there's two types (the melee chasers and the flying gunners) but they look and behave practically the same. I planned on adding some enemies with their own unique projectiles but giving them your guns was the only thing I had time for sadly.

Your aim is a little off, because each weapon fires straight ahead from their origin, which is slightly off from your eyeball crosshair. I wanted to add a little laser pointer, but had no time for that even though it takes like 5 minutes to implement. I also could've let them point at whatever your crosshair is pointing at, but I thought it would be more interesting if they had their own targeting.

I'm glad you like the slomo, I wanted to give the player the opportunity to choose what to do before the action started :D

Thanks for playing!
LDJam user 280036
09. Apr 2025 · 00:28 UTC
I got to floor 16! Very Doom-ish. I'm a full believer in having a railgun in each hand.

I feel like the crux of my feedback would be "more of this, please" and I have a feeling you already have a million more things you'd add if you had the time.

Cool to see another GDKO-er here. Great job :clap:
LDJam user 355692
09. Apr 2025 · 06:01 UTC
It's a super nice fast paced shooter, I liked it! Making the tutorial in the beginning with one standing monster is very nice, as it teaches you how to play the game a little bit.

It doesn't work fine on Safari, had issues with mouse and then there was no audio at all, but works fine on Chrome.

Hurtboxes could be a bit bigger in my taste, it was quite hard to figure out where you need to shoot to kill them, especially when you cannot clearly see, as enemies have the same color as the level :)
jeremyfa
09. Apr 2025 · 12:05 UTC
I enjoyed the unreal-quake vibes. The very simple meshes for guns and landscape are alright for me. So alright that I kinda wished the ennemies would be blocky too, so they fit more with the visual style globally. You managed to do a lot in a very short time anyway, good job!
dhim
09. Apr 2025 · 13:50 UTC
WHaou, I usually hate these kind of game, but I really enjoyed yours.
My set up (a mac with a trackpad) makes it difficult to control both weapons but never the less I managed to traverse several levels of hell!

I don't understand why sometimes the rocket launcher would not fire anymore (just after entering a new level I have "one" ammo, then later in the level "infinite" again ?)
🎤 Frib
09. Apr 2025 · 15:01 UTC
@dhim when you drop down, time slows down, like a bullet time effect. So everything slows down, including your firing speed. For rocket launchers, railguns and shotguns, this generally means you can only shoot once for the duration of this effect as it lasts about 8 seconds real-time but 1.6 seconds in-game time.

Thanks for playing! I'm glad to hear that you enjoyed it even with a trackpad :D I know I can't change the trackpad for aiming, but which keys would work better for shooting as a replacement for mouse buttons? I can keep that in mind for any future shooters I might create :D
dhim
09. Apr 2025 · 15:08 UTC
I am terrible at shooting game so I can't say for sure, an option key like ctrl/shift to modify while still using the lmb maybe. however ctrl + click might be reserved by the browser for some stuff.
LDJam user 5243
13. Apr 2025 · 20:54 UTC
Making a shooter in 48 hours is really hard. I've tried :P The biggest problem I felt like, was the lack of hit response. I never knew if I actually hit the demons or not. Also, some slow down in the music as you fell down would have been super dope as well.
OldDog
17. Apr 2025 · 08:22 UTC
love this game mood so much!!!! there weapons are so powerful~~
TheLastSlowpoke
22. Apr 2025 · 20:02 UTC
I needed that. Lots of fun, thanks. It's funny how the least flashy weapon (the minigun) is the most powerful for me. I would say well done, but it's medium rare. Good thing I love medium rare. Congrats!

Oh, I forgot to add, very thoughtful of you to add the mouse sensitivity option, great job!