Didn't really get everything I hoped for done with this, but I think theres enought there to enjoy for a few mins.

Credits:

Music by grumble labs(From GM marketplace)

Art by SingleShot

Code By SingleShot


Thank You And Have Fun!



⌨️Controls:🎮
⌨️Keyboard 🎮GamePad Action
--------------------- --------------------- ---------------------
⌨️WASD 🎮 Left stick Move
⌨️E 🎮A interact
⌨️Right Mouse 🎮Left Trigger Aim
⌨️Left Mouse 🎮Right Trigger Fire Weapon
⌨️Space 🎮B Dodge
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  • MIntyMax
    Lv. 4

    This is super rad. I love the feel and the atmostpher! The aiming and shooting doesn't feel the best, but other than that its really polished and soild. Great work!

    Trap-Down
    Submitted

    Trap-Down

  • JamSnack
    Lv. 10

    I love the whole aesthetic of this entry! I only have a few gripes but I was actually very happy with my experience. The first is that the BGM slider didn't seem to work while I was fighting the tutorial boss, and the second is that the gun aim sensitivity is wayyyyyy to high for me to play like it was absolutely so hard to aim at anything lol

    OUTBOX
    Submitted

    OUTBOX

  • Yosi
    Lv. 46

    I feel bad reiterating with everyone else said, but there isn't much to say other than that the mouse aim holds this game back, because everything else is so well done. Having the player aim at the mouse's position instead of working like the right stick on a controller would have been good. Overall, it's incredible you did all this in 48 hours! 👏

    Trap Card
    Submitted

    Trap Card

  • Atomic
    Lv. 19

    Nice game! I adore the feeling of safety from the rolling mechanic and also great execution on sprite stacking. Unfortunately, I believe it caused some lag spikes on my hardware and ultimately my old computer freezing completely when I tried exiting it, but otherwise it ran very smoothly. Also, you could turn on or off various options so that one may be on me.
    I was surpised at how technically and mechanically advanced the game was and didn't mind the trade off between content (there was plenty) and polish.
    I reached level 10 first try in regards to difficulty.

  • Allison J. James
    Patron

    I'm going to guess the "shortness" of this was due to overscoping, as genuinely, the amount of polish and the depth of all the systems in play here were of the level of a commercial indie title, not a 48-hour jam entry! I can't believe there are other things you wanted to add to this, it's already so fleshed-out. I'd've happily assumed this was the work of a well-coordinated 3 or 4 person team from the quality of the gameplay, art, audio and other effects.

    This is definitely one to keep working on, it could go so far.

    • singleshot
      Lv. 43

      Yeah, there was more I planed to add. mostly more level layouts, or a bit more story. While I did do the sound effects myself, the music was from a asset pack so I don't really get credit for that. the sprites where 90% me, a friend of mine made a few for me and asked to be added to the game. other then that everything else was me.

      also fun fact, after the jam I deleted all the project files and back-ups accidentally. and when I tried to recover them they where all corrupted beyond repair. :'D

  • Fachewachewa
    Patron

    Died on the 8th level twice :( The second time, the game got super laggy, and after that it froze when I closed it. I initially thought it was too many enemies but that might just be a lot of data structures not getting destroyed or something like that. There's definitely something eating all the memory :D

    It looks good and I had no issue with the aiming (on controller), but I think it needed at least a heart drop per level. And I wouldn't have been against a few hearts in chests too, I usually had way too many weapons. The random level were okay, for the size of the game idk if it was worth it since a couple of runs had repetitions of entire levels already, but that's probably good training anyways and I like the effort.

    Regarding mouse aiming, I tried it and I think the issue is that you're locking the mouse in an arbitrary position, basically making it act like a stick, even though top down shooters usually let you aim where you point on the whole screen.

  • Tydecon Games
    Patron

    Graphically, you've made a really beautiful game here, the procedural generation and voxel effects are fantastic! I really enjoyed that. My only issue would be that aiming with the right mouse button was a bit difficult as the aim seemed to spin a bit wildly and become a bit hard to get a hold on in the heat of being chased by monsters, so that takes some getting used to! That aside though, I can't fault this, it's really nicely done!

    Pressed
    Submitted

    Pressed

  • pressgoal
    Lv. 8

    This is super impressive in terms of visuals and gameplay. As other have mentioned, the aim is a bit too sensitive, but other than that everything was very well done. The lighting is a nice touch and the enemies look cool. My only suggestions would be to turn down the sensitivity and to prevent the same room from spawning consecutively (I had one room spawn 3 times in a row). Those aren't massive issues though, all around a really solid entry. Great work!

    As a side note, I found a funny glitch where a poor enemy got stuck outside the wall lol. I tried to post an image of it, but I can't quite figure out how to though.

    • singleshot
      Lv. 43

      Thanks for the feedback, glad you like some much of the game.

      yeah I only got 10 levels in the rotation done in time. If i had more time I would have added something to help with the repetitive nature of things. but things repeating like that does play in to the narrative so I don't hate it.

      yeah enemies escaping is an issue that I realized the cause only after the jam ended. I tried to make some small performance changes and unloaded things that are too far off camera. turns out I messed up the order so monsters have a small window to walk out side while collision is unloaded. then when the player walks back up and reloads the area they get pushed outside. very silly, oh well this whole project had a lot of silly things happen. ending with the whole project getting deleted/corrupted the day after the jam.

      but all that aside, thank you for the kind words and Hope you managed to get enjoyment out of my game!

  • arthurgps2
    Lv. 12

    The art looks pretty pretty and I like where you were going for with this, but I couldn't ignore the issues I had while playing this. The aiming is too sensible, I could barely aim well. Also the game just gets too laggy at certain points, and it's not even because of the lighting. I checked Task Manager at one point and the game was eating over 5 GB of my RAM. In the end the game I got a memory allocation error, and that's when I decided to quit.

    This one had everything to be THE game of this jam, but those issues killed it for me :(

    • singleshot
      Lv. 43

      Sorry the control and optimization issues ruined what was a good time for you. my work desktop is a bit of a beast, and its hard for me to know how the games run on pc's that with different specs from mine. looking in to the game now, holy cow there are performance fixes I need to make. but i didn't notice them until the deadline passed. worst thing it I know what cased them and how to fix them once they were pointed out to me. guess it goes to show the importance of external play testers.

      thanks for the feedback btw!

  • Ross Boman
    Lv. 30

    Really impressed with what you've done in 48 hours. The art was stunning the levels were visually impressive and the gameplay was there. But the aiming killed this for me. The aiming was so bad I couldn't bare to finish the game. I got to floor 6 and when I died I couldn't force myself to go again. If you made the aiming better I will absoluting play this again. Overall great game.

    • singleshot
      Lv. 43

      wow glad you thought the game looked great, if only I could have made it play great for you too.

      I felt the aim controls where good enough for myself while play testing. but I really only had myself as refence, and this was my first attempt at a game like this so issues with controls I knew would pop up, well something to keep in mind for next time. thanks for the feedback!

  • Chunk_Games
    Lv. 9

    Well done, a lot of polish for a game jam game. I struggled with aiming the weapon and the game froze when I closed the window, I had to end task on it.

    The Cavern
    Submitted

    The Cavern

    • singleshot
      Lv. 43

      Thanks for the feed back, sorry the aim controls didn't suit you, things to work on for next time I suppose and yeah there are some clear optimization things that I need to add in the background it seems.

  • 2102
    Patron

    First off, let me say that this game looks and sounds amazing. You went above and beyond with the style, menu options, and so much here. I really like the enemy design and randomized dungeon layouts as well. My only issue is with the aiming part. It was so high sensitivity that made it nearly impossible to shoot enemies at all. I played 3-4 lives and I got to the point where I could get through a few levels and kill most of the enemies, but it was always a struggle. I tried turning my mouse sensitivity down, but that didn't help either. Loved everything about this game, but that did bring it down for me a bit. Great job, though!

    • singleshot
      Lv. 43

      Thanks for the feedback!

      Glad you enjoyed the games aesthetics so much.

      to me the aiming felt good enough, but I probably should have tweaked it a bit more, maybe added some settings to let people adjust it. well things to keep in mind for next time!