Rogue Elevator by Danga
The Rogue Elevator must be turned off, unfortunately the off switch is at the bottom of the elevator.
Godspeed.
Note: If you have performance issues, please try the downloadable version on the itch page.

| Link | https://danga.itch.io/rogue-elevator |
| Link | https://drive.google.com/file/d/193uubzdeAq_EGZAwFdqrLP8uUkUygfAE/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/rogue-elevator |
Ratings
| Overall | 197th | 3.763⭐ | 21🧑⚖️ |
| Fun | 251th | 3.658⭐ | 21🧑⚖️ |
| Innovation | 807th | 2.475⭐ | 22🧑⚖️ |
| Theme | 631th | 3.263⭐ | 21🧑⚖️ |
| Graphics | 239th | 3.775⭐ | 22🧑⚖️ |
| Audio | 593th | 2.775⭐ | 22🧑⚖️ |
| Humor | 577th | 2.029⭐ | 19🧑⚖️ |
| Mood | 493th | 3.175⭐ | 22🧑⚖️ |
| Given | 18🗳️ | 13🗨️ |
I think head sway could be less or not at all and FOV higher but maybe thats just me.
Unfortunately I am unable to fully appreciate the action, I am used to inverted vertical mouse axis and here I am lost and unable to fight robots properly.
Cool different enemys with different weapons. Impressive content for a Ludum dare.
Tried it severel times, but didn´t reach the end (nice dying effect with the camera turning slow motion and grey...
Good job!
@eric-smith @redspine If you pause with escape there should be a mouse sensitivity slider!
Good job
At first I had issues with the mouse sensitivity being too high, so I really appreciated you adding in the mouse sensitivity slider.
I found the tilting during strafing to be uncomfortable. I'm unsure if it was too much, or if it was something else like the way or speed it moved into and out of the tilt.
Overall great job :thumbsup:
Pros:
- Appealing graphics
- Auto-rifle has 'oompf' kind-of feeling
- Variety of enemies
- Random spawns
- Strafing and controls
Cons:
- Complete lack of indication with sounds or anything else where next wave is spawning. You could take an inspiration from DOOM series, where not only you have a clear sound on where enemy is spawning, but also the visual "entering the arena" effect. That killed my run few times, because I was not aware that 2 suicide enemies spawned behind me and just exploded randomly...
- Once you got auto-rifle, all other guns become obsolete.
- Rocket launcher (I think?) projectile is too slow.
- Auto-reload feature is a must in that kind of games. Player don't want to think whether his next gun has any ammo in it while doing andrenaline-based shooting at multiple targets
- Better indication about entering lower levels would be cool. Changing color of tiles or even background would suffice, telling the player that real shit is happening.
Don't get discouraged by the cons. For 48hr it's a decent job! Good work!
Biggest downside for me was that there is no indication on where and when enemies spawn so i regularly walked backwards into a shotgun guy while evading another target.
And while the game explains the theme of going down, i was missing more feedback from the elevator that it is actually moving downwards.
Audio was a big problem for me though. At the very least it would be nice to have the enemies emit some sort of sound so players could locate them based on sound alone. Even a simple drone would be nice. As it is, the only way to locate them is if they are firing (at which point it might be too late). The large blue enemies are big issues for this since they dont fire anything and just deal damage if you are too close.
This is kind of minor, but the guns don't auto reload when you run out of ammo. I found this a little annoying, but not a big deal. I kind of wonder if infinite ammo would break the game, but I don't know for sure either way.
Best FPS I've played all Jam though. Well done!