Bad Thoughts by LDJam user 298819
WAVE-BASED FIRST-PERSON SHOOTER
Fight off your negative thoughts and become a better person!
Waves spawn every 10 seconds and you only have a Handgun to defend yourself.
Survive as long as you can!
Controls: - WASD : Move - Mouse : Look - Shift : Sprint - Right Click : Aim - Left Click : Shoot

Tools Used: - Unity - Blender - Materialize - Photoshop - Cubase 10.5 - FL Studio
Enemies:

Reflection: Besides the FPS Controller & Weapon model, which were made in advance, all Code and Assets were made for the Jam. All Sound Effects & Music were also created during the three days, including a whole bunch of foley used throughout the Soundscape.
We are only a two-man team, with one focusing on practical Development and the other on Project Management. We worked really hard on this, so please let us know what you think!
Known Issues: - Keyboard & Mouse Input not being acknowledged on Start (try adjusting the Sensitivity in the Options menu) - Spherical Bad Thought Enemy occasionally spawns without a hitbox

ENJOY!
| Link | https://housetrapdev.itch.io/bad-thoughts |
| Original URL | https://ldjam.com/events/ludum-dare/51/bad-thoughts |
Ratings
| Given | 19🗳️ | 10🗨️ |
Have you tried relaunching?
We managed to fix it by closing & relaunching the exe.
**UPDATE:** Try adjusting the Sensitivity - this has fixed the issue for a few people.
Only minor nitpick I have is that the game doesn't feel buttery smooth when moving the camera (maybe frame-pacing issues or camera movement in fixed step?), that's all I can think of.
The soundtrack is absolutely banging and fits so well! Would listen to it outside of the game. The sound design works very well.
Honestly as a VFX nerd I would love if you could share some implementation details on how you achieved this grainy/VCR type post-processing, would love to try something similar.
Great experience and it's obvious you worked hard on this, kudos :)
Thanks for the great feedback there! We have quite a few ideas so we'll possibly expand into a bigger story-focused release in the coming weeks.
I'm actually a Music Composer & Audio Engineer by trade, so I'm really happy to hear that the Music holds up!
A magician never reveals his secrets 😜 however, I'll say that in my tests, using a variety of visual noise samples goes a long way! I just wish I got to sample some actual CRTs, but my Nan sold mine years ago 💔
Thank you so much for your kind words 🤘🙌 So glad you had a good time!
Fair enough! I'll embark on a magical shader journey myself then, equipped with a bunch of noise textures :P
...I managed to get a jumpscare from a ball sneaking up behind me, and killing me.
The audio is amazing, and the visuals are great.
I wish the aiming was a bit more snappy, and not so wobbly.
But well done on the game!
My two suggestions would be to make the aiming a bit less wobbly, as well as making the insults a bit more audible, I really wanted to hear what they were actually saying :smile:
It did feel a bit too easy though, I was able to survive for 6 minutes pretty easily, so maybe making the difficulty scale over time would've been good, although the All-Seeing Eye boss insta-killed me because I was low on health, so I didn't really get to experience the difficulty of that boss.
I did like the audio, although I wasn't a fan of the slow transition between menus or the static effect on the main menu.
But in general a very well made game! -Peter
Was too hard for me too locate the enemies because of the dark :( But overall its a great game!
**The Difficulty** seems to be quite contentious, and that's 100% my fault for leaving the waves random instead of creating a purposeful difficulty curve. Some people have had three All-Seeing Eye bosses at once within 30 seconds, and some haven't had him spawn at all in nearly 10 minutes of gameplay. Both are very unlucky but we'll absolutely be fixing this after the Jam has ended!
**The Gunplay** is intended as a healthy mix of classic DOOM and Resident Evil, with personal airsoft experience informing the aiming. If you stand completely still, the iron sights perfectly align with the raycast destination. If you walk, it will sway around it, and if you run there will be no aiming indicator (though it always aims directly at the centre of the screen). We've watched a lot of gameplay, and about an equal number of people have said they love how it feels versus saying it's too floaty. Ultimately, it's *very close* to being exactly where I want it, and I'm sure it'll be easier to get used to once there are more Weapons available to play around with!
**Darkness** is a real issue, so I apologise to everyone getting attacked by blobs roasting you in the dark! We'll certainly remember to add a Brightness slider in the next Jam 😁
**Audio** is one of my favourite things, so I'll readily admit that the balance isn't where I'd like it to be. The music definitely overpowers Enemy sounds, and that also contributes to the gun not feeling as satisfying as it should, as the hit detection sound is practically inaudible. I know exactly what needs to be done to fix this, although it will have to wait until post-jam unfortunately!
**Story** is something we're *very* excited about! We have a lot of ideas and I can confirm that we will absolutely be expanding this into a full Steam release over the coming weeks/months! The full release will have very purposeful combat design and multiple difficulties to select.
If you're interested, you can follow development here: https://twitter.com/HouseTrapDev
Once again, thank you all for playing! This has been a truly amazing experience for us! Having this forum to express our love for games and game development is genuinely awe-inspiring, and we can't wait to continue working on BAD THOUGHTS!