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feels and looks like it came straight from DOS but there is an issue with the gun that makes the female aliens almost impossible to deal with once they start kicking ya, once they get right up on ya you almost cant hit em, i kept shooting past em even though they were right in front of me. still its a fun game that truly is a "retro FPS"

Thanks:)

I'll look into the bug that prevents the player from hitting the female "junkers"  at point blank range.  I think I may have an idea what the problem is.  Once rectified, I'll  upload an update with the necessary revisions.  Thanks for pointing that out:)

np, im honestly surprised at how well you got the look and feel down, if it wasnt for the Unity splash screen you could probably fool someone into thinking this was a real 90s game

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Wow! Thanks:)

I like your style an designs in most of your Games. Also very consinstent your preference for these female roundhouse kicks all the time ;)
It's your experiment but the slow movement & superslow rotation felt like simething is broken. Like when i played a 486er DOS game on a 286er

Thank you for the compliments and feedback:)

Yeah, I had admittedly attempted to implement a dynamic into the game, in which slow movement and limited rotation would ostensibly enforce new tactics in terms of combating enemies which were considerably faster and more agile. 

Ultimately, I seem to have overplayed my hand in this regard, as it frequently contributes to moments in which gameplay becomes outright frustrating.

Currently, I'm working on a series of updates to the game which, in addition to new levels, incorporate key-and-lock mechanics as well as platforming elements, whilst I am also attempting to implement a more fair balance in terms of movement restriction, whereby, even when faced with speedier enemies, motion by the player will be less constricted and greater margins in rotation will ease in the targeting process.

Again, thanks for the feedback:)  Cheers!

Doom has a fast hero and (mostly) slow enemies, Quake has a fast hero and fast enemies, this game has a slow hero and turbo enemies =P

This was a step up from Cracker Barrel, but the slow movement really hampers the game. 

I really liked the music.

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Thanks for the feedback:)

I guess part of my obsession within this particular design spectrum stemmed from experiences in some of my previous games, in which enemies were slower than the player, and I noticed some gamers elected to simply run past enemies rather than fight them.

One of principles I adhered to in this particular case lay in requiring the player to engage in combat, rather than enabling them to run straight for the exit.  In this case, not only were some enemies faster than the player, but (particularly where the female Junkers are concerned) could additionally penalize the player by paralyzing him/her if he/she elected to ignore them.

Perhaps I overdid it, in the long run. 

I'm glad you liked the music:)

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You could always have enemies carrying keys and things like that to hinder casual speedruns. Another option (although a bit more advanced) is to give enemies abilities like grappling hooks that pull them around or you towards them.

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Indeed. As a matter of fact, I'm currently working on a full version of the game, spanning a planned 10 level duration. 

I currently don't have any plans to have enemies dispose of essential items when killed, but I do intend to introduce a key and door mechanic, along with a few platforming sections spanning various biohazards, which in and of themselves, will enforce a certain manner of backtracking and enforcing a more precipitous pace from the player. 

This game is way more fun than it has any right to be.

Thanks, dude.:)