ATOMIC deepness by Kevin Meissner
Cockroach exterminator egoshooter
Credits: Art: Kevin Meissner and Violeta Juškova Code: Carsten Ruhr
Did you ever wonder where all the atomic waste for all of the nuclear power plants goes?

Well, they just build this tower deep into the ground to store it there. Unfortunately, the atomic waste mutated cockroaches. They got more humanoid and spit with acid. The deeper down the worse it gets. Now they hired you may be the best exterminator in the world. For this job, you build your own provisional, with cockroach poison and compressed air-operated gun to defied these little bastards. Luckily the atomic radiation improvesdon't your skills as well. Try to get as deep as possible into the tower and dont worry if they knock you out you will keep your mutations. You just have to start from the first level of the tower again.
So good luck and a good hunt. Share your highest score with us.





How to play:
- Clear the room by killing all of the cockroaches
- Go in the middle to get down to the next floor level
- Get a new random mutation upgrade
Ratings
| Overall | 840th | 3.556⭐ | 29🧑⚖️ |
| Fun | 692th | 3.481⭐ | 29🧑⚖️ |
| Innovation | 1511th | 2.759⭐ | 29🧑⚖️ |
| Theme | 986th | 3.593⭐ | 29🧑⚖️ |
| Graphics | 376th | 4.148⭐ | 29🧑⚖️ |
| Humor | 388th | 3.417⭐ | 26🧑⚖️ |
| Mood | 1037th | 3.407⭐ | 29🧑⚖️ |
| Given | 30🗳️ | 31🗨️ |
And a tip for the files: I'd recommend to use a seperate download link for the game and a sepearte one for the source. Because searching through these files to find the exe might just take a few seconds but could be avoided :) Now I am going to play the game. Let's go!
- Love the main menu graphics. It feels like a lot of time went into that. Edit after second startup: I think the lighting is much better in the main menu than the room. I understand that the romms must be dark, but you also loose a lot of detail there.
- The Cockroach looks great in the main menu. I would therefore have tried to add mor light in the rooms to bring the details out more.
- The main menu doesn't mention jumping as a control. Figured this out after I got the first upgrade.
- Would be nice to know when a room is clear.
- I am currently just spamming my left mouse button because there is no reason not too (no magazine size or overheat or something else). If you give the player an ability make sure to give him a reason not to use it :)
- Really like how the light performs when it hits radiated walls. The shader (I assume) does a good job here :)
- Not sure what I need to jump for though. And the upgrades therefore don't make much sense to me. As said before I would have probably tried to give the player a reason not to shoot. And then the upgrade could soften that penalty. Such as "each upgrade rewards you 1 extra round in your magazine.
- I love how you try to keep the player playing by carrying over some state into the next attempt.
- Would be nice to see the current floor number somewhere on the UI.
- Would be nice to be able to get some health back.
- How do I end the game? -> Navigates to dashboard and force quits the app. Edit after second startup: I previously wanted to end the game after clearing a room. And I didn't think of going into the next room and killing myself before I can quit.
Great game overall. It looks amazing for a jam game!

I would have liked a bit more feedback to tell me I had killed everything on the floor and I was ready to go towards the floor door.
I found the choice of blue for the health bar at the top a bit unintuitive, and would have gone with red or green for that.
Finally, I really liked that you got to keep your upgrades/mutations between runs, giving more reason to play again.
Overall great job :thumbsup:
I personally felt like the motion blur was a bit too much, but I'm also the type of player that turn it off in regular games. I would've enjoyed a sensitivity slider as a quality of life feature, but I totally understand that it wasn't a priority in a game jam!
Overall it was a well executed idea and really enjoyable!
Also, nice fast-paced gameplay, enjoyed it!
Some suggestions though: maybe some more sounds and music would help to fill it in a bit more. In some of the levels there were very little walls which caused all of the roaches to aggro immediately, maybe some more geometry would help that. And some of the shadows were so dark sometimes there would be a roach in a shadow that I couldn't see.
Honestly though good work for a 3 day game jam :-)
It's also kind of funny how this radioactivity apparently only has positive effects on you. :D
The upgrades persisting between rounds is a nice touch.
One small thing I would have liked would be to have a few seconds at the beginning of each level to orient without getting attacked immediately. Apart from that, some variety in the AI would of course be nice - right now they're seemingly always running to the next best spot with a free line of fire. Adding some randomness beyond that (e.g. picking a new spot nearby every few seconds) might make the whole thing feel more natural.
Great work overall. :ok_hand: