FPSville by Lyrcaxis
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:

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|
| Windows | https://lyrcaxis.itch.io/fpsville |
| Original URL | https://ldjam.com/events/ludum-dare/41/fpsville |
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🗨️ |
The change to first person mode is pretty neat, I think I can use that to improve future stuff myself... xD
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!
I'm glad you liked my effort :)
* 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.
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!
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!
oh......But I finished this game without going home.....
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 !
Keep up the good work!