FPSville by Lyrcaxis

[raw]
made by Lyrcaxis for LD 41 (JAM)

FPS+Farming game.. or so I planned

This is a very short FPS as it stands. I hope u like it!

Controls:

      W/A/S/D , Space, Mouse, `-7 to scroll through inventory

Screenshot:

Image

       While (most) of the graphic assets were not mine, I'm the one who put the levels together.
               I Would appreciate it if you gave some feedback on the level design 😀


                              Here's a table of the assets I used:

| Music | | --------- | ---------- | ------------| |Goblin Robber | House |
|Troll| Cartoon Farm Crops| |Cartoon Well | Flowers | |PortalKit Pro | More Effective Coroutines|

Ratings

Overall 1064th 2.883⭐ 32🧑‍⚖️
Fun 896th 2.933⭐ 32🧑‍⚖️
Innovation 1157th 2.367⭐ 32🧑‍⚖️
Theme 1058th 2.804⭐ 30🧑‍⚖️
Humor 510th 3.017⭐ 31🧑‍⚖️
Mood 860th 2.946⭐ 30🧑‍⚖️
Given 38🗳️ 24🗨️

Feedback

Peter Jonsson
25. Apr 2018 · 10:04 UTC
This is a pretty cool game, but I find it a bit too quiet without any sounds, or music.
Iak
25. Apr 2018 · 10:10 UTC
Hey, a cool idea. Guess it was a bit too much for a single person during an LD, but I think if you fix it up a bit to get the other enemies working (I saw some unmoving ones?) and get a simple farming mechanic up, this might be really fun. Maybe decrease enemy spawn so the player can focus on farming on occasion without killing all spawnpoints first, too... something like that. I like it, overall.

The change to first person mode is pretty neat, I think I can use that to improve future stuff myself... xD
Human Writes Code
25. Apr 2018 · 10:12 UTC
The movement and mouse-look in this one was really nice. I could see where you wanted to go with the game and it would have been cool to do some farming.
sanjeev
25. Apr 2018 · 11:53 UTC
Hey, good effort for getting this out in such a short time frame. Yes, there is much room for improvement; but I think you have a good sense of humour about it (You got a chuckle from me with the watering can and the giant troll). Keep at it and see where it ends up!
Shape
25. Apr 2018 · 18:11 UTC
Could use a little bit more polish but still a pretty charming game. I appreciate the fact that you told us which assets you used.
WFMG
26. Apr 2018 · 09:31 UTC
This could definitely be better. It can be fun at times, though.
🎤 Lyrcaxis
26. Apr 2018 · 10:43 UTC
@Iak @human-writes-code
I'm not gonna lie, I was amazed at myself with the camera :D but truth be told I wasted a lot of unneccesary time on that and it's showing on the results.

Thanks for the feedback!
🎤 Lyrcaxis
26. Apr 2018 · 10:46 UTC
@sanjeev humor is the best workaround I could think of when I realized I couldn't finish my FPS-Farming theme ;P
I'm glad you liked my effort :)
Reizo
26. Apr 2018 · 15:47 UTC
Hmm that was a fun, if somewhat incomplete-feeling experience. I felt like the idea of an fps farming sim is pretty neat, but the mechanics weren't quite there to support it. I tried out it audio version, so I'll offer some feedback on that too.

* The gun having no ammo limit/no downtime between shots meant there was no reason to ever stop holding down M1, which made the combat rather unexciting because you didn't really have to manage anything. The same is true of the sprint, since you can sprint endlessly there's simply no reason to ever slow down (you still stop instantly, so momentum isn't as issue).

* As far as I could tell, headshots aren't any different from bodyshots, which combined with the above meant the first order optimal strategy was to simply hold Mouse + Shift down and keep spinning the mouse around randomly (especially since it seems I was faster than any of the enemies and they didn't try to cut me off or anything).

* The portal was super cool, I might've tried to use it within the core game as an ability or something simply for the coolness factor. It being limited to level swapping meant I didn't really get much time to appreciate it.

* The gun feedback was somewhat underwhelming, both on the visuals/gameplay end (no recoil to speak of) and audio (it sounded fairly weak and dinky). Maybe you'd planned upgrades with more powerful feeling stuff with recoil + sounds? A shotgun might've worked better given that you're a farmer getting goblins off someone's lawn.

All that said, as a gamejam game it does alright, but if you'd want to continue working on for a postjam release I'd highly recommend revisiting some of the core systems and adding some game feel and depth to them.
🎤 Lyrcaxis
26. Apr 2018 · 19:13 UTC
@Reizo Thanks! So many things I've missed!

I kind of wanted the M1 upgrade to be some sort of an "Ultimate upgrade", but I didn't realize that, game being so short and all it was literally introduced too early ;P

I don't think i'll be continuing this post jam, but now I have a better feel about what an FPS game should be like, thanks to your feedback. I'll definitely work more on my AI and difficulty balance on my next FPS entry!
kabucha
27. Apr 2018 · 07:46 UTC
If the portals could tranport both sides, it would be nicer.
🎤 Lyrcaxis
27. Apr 2018 · 11:08 UTC
@kabucha well, i wasted so much time trying to make them transport one side only, ideally the AI would be more pressuring and you'd have to resort to using the portal to get home many times. That would be if time allowed it :/
randomphantom
27. Apr 2018 · 12:55 UTC
That was quite hilarious stuff. I'm not sure about how useful is the portal, as teleporting safely back to home base I was soon greeted by a swarm of angry imps. The gun feedback needs quite a bit of work as well as it seems like I'm blowing deadly bubbles at the enemies at the moment. I'm not sure how much farming there was actually, as I only recall burning down houses and gunning down enemies, and the watering can was useless?

In terms of artstyle, I think it would have worked better with a more consistent art style, and the capsule player is quite jarring versus the high detail on the enemies and landscape. The level of detail might need a little adjustment as well, as I thought the trees were growing before my eyes once I got near to them, and misread that as my presence allowing the trees to grow. Aside from my gripes above, the metroidvania stuff here was quite cool (capsule growing legs?), and I LOL'd hard at the final boss. Good effort!
kabucha
27. Apr 2018 · 15:29 UTC
@Lyrcaxis
oh......But I finished this game without going home.....
Ashtrail
28. Apr 2018 · 11:05 UTC
The second version of the game was much better than the first. The sound added a lot. The gun still didn't feel quite as satisfying as it could have. A better sound effect and maybe a reloading mechanic could have added a lot. Maybe seed projectiles ? Blood particle on hit would have been nice too, but I guess the goblin's hurt animation was pretty good.

The game was pretty funny, even if the message on the UI were a bit all over the place.
Maybe a bit of context could have helped too since you're just randomly murdering hordes of goblins and setting their houses on fire for no specific reasons it seems. Are we trying to steal their land to grow stuff on it ?

I guess it was a choice but the game has no true challenge since there is no lose state.

It is true that the game could use a better consistency in it's general artistic direction : 3d models, sounds and music. But this is due to time constraints.

You asked feedback on level design, I don't really know how to comment on it since it didn't really feel like the level design was integral to the game. If you take *Super Meat Boy* for instance each level design serves the gameplay and gives a challenge, in *Dishonored* it gives you a lot of possibilities to go around and execute your missions. Here you could have replaced the whole map pretty much by a white plane and the gameplay wouldn't have changed much. It's not really that your level design was bad, it looked okay, it's just that as a part of gameplay it didn't have any real influence. Hope this is useful in some way.

The mechanic unlocking feature was fun and I think if you managed to put in the farming mechanics it could make for a quite interesting game.

Good job and good luck for what you'll work on next !
zgragselus
28. Apr 2018 · 15:11 UTC
I liked the game, sound was nice and the game was fun. Actually it's one of the more polished games (yes, art is non-consistent, yet it works well as a prototype).

Keep up the good work!
Ted Carter
28. Apr 2018 · 20:12 UTC
Impressive quest and messaging system!
darkgrisen
28. Apr 2018 · 23:41 UTC
Cool game but I would like the enemies to react a lot more when they get hit because it's hard to know if you hit an enemy unless you pay a lot attention to what is going on.
Wizcas
29. Apr 2018 · 04:59 UTC
I love the enviroment and the portal thing. The control is smoothing and it's definitely a nice try for making a third-person shooting game. Though I didn't quite figure out what to do after going out the cave..The goblins just keep coming and I don't think there are spare time for watering seeds.