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A jam submission

Guns and Nuns: Storming Hell (WIP)View game page

Destroy demons to your heart's content
Submitted by RM120 (@RM120_) — 2 days, 5 hours before the deadline

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Guns and Nuns: Storming Hell (WIP)'s itch.io page

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Comments

(+1)

Okay, good shit. Love the transition from "normal" music to "rage" one. Movement speed felt a bit too slow until I discovered the dash. Dash is fantastic, but it also makes me fall off the edges too often. Maybe a bit more walking speed would help?

I unironically think huge fuckoff gun models are great, I feel they provide a certain unhinge-ness to the game. But the bullets hurt my eyes. I kinda don't mind the travel time, but it feels just a bit too slow. It's very noticeable if you use a shotgun - the time between the shot and the hit is VERY high.

Shotgun seems broken - it locked out on me multiple times (I could no longer shoot). Guns and SMGs are fun, so is the minigun - though I kinda don't see the distinction between the minigun and SMGs.

Shitting out the grenade instead of throwing it is also a weird decision.

But I had a lot of fun. I really, really dig your demo - looking forward for more next DD!

Submitted (1 edit) (+1)

Looking good! Early in development of course but it's working well from what I see, the concept is interesting, the main character is charming. More levels and enemy types would be nice. One step at a time of course. Keep at it bro! 

Submitted (1 edit) (+1)

At first I was getting owned by the enemies constantly. Then I went full into kamikaze mode and that was when the fun started. In general the game feels relatively hard. From what I remember, the enemies need artificial stupidity, not too much, not too little. It's also helpful for creating difficulty levels.

I feel that the damage of the guns varies, My top is:

1. Redemption

2. Hand of God

3. Requiem

4. Lady Mary


All the ideas that I could give you for enemies I'd take them from tibia, so take a look directly at the source: 

https://tibia.fandom.com/wiki/Creatures

Take a special look into demons, the undead and the sorcerers (Humans).


I saw that you made a linux build yesterday, so I happily did another try, and look what I found.

You can get stuck into the walls while jumping, also you can move through them.

While paused, you can throw bombs.

The volume settings are loaded only after entering in options.

-edit: you can dash while being in the air, I'm not sure if this is a bug or a feature, but I'm adding it just in case.

Your game made me come back into FPS, so take my comments on difficulty as someone who stopped playing FPS almost a decade ago.

In general I love this game. Keep up the good work.

Submitted(+3)

she cute


Submitted(+1)

SFX and music are great.

The bullet (I use SMG) is too big and makes it difficult to see and really straining on the eyes.

Enemy spawning right next to you is kind of annoying.

Some extra feedbacks when getting hit would be nice.

Submitted(+1)

Fun game, love the SFX and music. I think my only complain is that if you use the holy hand grenade on a big crowd it gets LOUD really fast because there's a bajillion demons dying all at once. Limiting the amount of sounds playing at once for that moment could fix that, I hope. I had almost 300k score but my ears couldn't take it, and the sound effects are part of the appeal for me so I can't turn it completely off

Submitted(+1)

Nice music, pretty fun! Could be a banger with more enemies and polish. One thing that was really annoying was how the projectiles were big yellow flashes at the center of the screen. They were really distracting.

Submitted (3 edits) (+1)

got 466'466 high score with the deagles and 1'459'232 with the gatling gun. I LOVED this game, the music was loud, the guns were loud, the screen's shaking, the nun's laughing like a maniac, there's a holy hand grenade, it's lovely!

the issues I've had with the game so far are :

-The enemies don't make a sound when hitting you from behind so you just have to keep them in mind
-You can get stuck falling on the edges of the map but can't get back on the map once you're here

I think the mac10s, and the gatling gun could feel a bit more alive. They could be hard to control with the aim going all over the place or something. they look a little too easy to use right now

Submitted(+1)

Had fun, good music, but the guns are just not created even remotely equal. Which is fine when the gun is good, but not so much when the gun is bad. Shotgun needs a big buff. It is a bit of a weird choice to make dropping a bomb SHIFT and running as right click. Thanks for the submission, have some footage.

https://www.twitch.tv/videos/2505146609?t=1h2m15s

Submitted(+1)

It's a bit too simple for what I've come to expect from this kind of genre. The perspective, scales, and general movement speed all seem off, with the guns occupying the sides of the screen (camera being at the chest level?), enemies being so much taller, and there just being a lot of empty space on the bridges. There were a few early stutters as well, one of which caused me to drop off a ramp and die.  

Submitted(+1)

Very stylish fun action packed game.

I was immediately looking for a mouse sensitivity as I wanted to crank it up. Also I don't think you can collect the power ups by walking into them?

It is definitely "one note". more enemies could be like. flying enemies, small fast swarms, big damage sponges, ranged missile shooters, enemies that explode on die, etc...

like the cultist theme immediately conjures up visions of demons, flying bat/eye things, demonic dogs, homunculus. Maybe if you let cultists bunch up too much they merge together into stronger foes? This would alleviate enemy count.

Submitted(+1)

Fun but I was having performance issues with the minigun after getting to a score of like 300,000. Enemies started causing massive stutters when they explode into blood. But it starts off fine which is weird. (i7 10700 and rtx 3060 ti). Maybe just an issue when playing on linux through wine?

Sort of sucks that falling is a death sentence. Maybe going out of bounds should do -50hp and teleport you back, or dash could work upwards so we can save ourselves.

Submitted(+1)

Needs some music in the main menu, even a placeholder so that you don’t think the sound’s broken.

I was worried this was going to be either a Devil-Daggers-like or a Post-Void-like but I’m very relieved that it’s actually distinct from both. The time is quite generous and the level isn’t procedurally generated so there’s actually some strategy involved. I like it, nice and simple.

The MAC10s are pretty fun but their positioning on the screen makes it impossible to see side-to-side like you’ve set your FOV to 40. I’d either move them down, or go all-out, hold them sideways, and push them all the way up into the upper corners.

The minigun appears to be in a class of its own, is it meant to be the easiest difficulty?

Developer(+1)

"Post-Void-like" I discover that type of subgenre of FPS in the last steamfest because I tried TAMASHIKA and I was like "yeah, don't like it, not doing that kind of game", and devil daggers, I played it and I find it quite fun but repetitive.  The game for me feels like a "minigame that belongs to a bigger game".

"The minigun appears to be in a class of its own, is it meant to be the easiest difficulty?"

In the final game, you start with only the handguns "Requeim", by doing good scores in the maps you will keep unlocking other maps and weapons, something like this:

First Stage: Palace of Pride

- Get a score of 100.000 you unlock the next map "Sea of Greed".

-  Get a score of 200.000 you unlock Lady Mary (the shotgun).

So there's gonna be a simple progression system of unlocking maps and weapons. The vulkan cannon (or minigun) is gonna be one of the final weapons the player can unlock in the hardest maps, it's intended to be and OP weapon.

Submitted(+1)

Hell yeah I like this game. I like games where I can just turn my brain off and shoot people.

(+1)

Visibility is hell. UI and weapons are too big. Weapons, muzzle and bullets cover almost all of the center screen. But fun theme. Why "beta" tho? lol

Developer

I put beta because... it's not 1.0? should I call it alpha? well... I don't know lol, I think I will just keep saying beta until the launch version which will be the 1.0 version.

Beta generally means feature complete, so I was confused as I thought this was an alpha. Not that it matters ¯\_(ツ)_/¯

Submitted(+1)

Playing it, going to write down my thoughts as I play. 

Not sure how to put this, it feels like the character is too short somehow? 

Needs escape option when you die, not only retry. 

Music is neato, character design is neato, like that you are using them in multiple games. 

Nice detail with the latin around the face. 

Correction, you feel to short when holding the shotgun, perhaps the dual guns are too big. There is something that feels weird with the perspective. 

Shooting the pickups is a gamechanger, loved that she laughs once you start breaking the combo. Nice start, looking forward to seeing this more fleshed-out in the future : D

Developer(+2)

The sizes of the weapons is defility something I will change, as I keep adding weapons I will tweak the scale of all of them to make it consistent.

It's cool you notice the latin letters around the portrait, the words come from the Mozart Requiem (the full masterpiece is around one hour long), it's one of my favorite classical  music and have many parts like Dies Irae(probably the most popular one) and Lacrimosa (the last musical composition written by Mozart before his death), but from all the requiem's parts, my favorite is Domine Jesu Christe, and it's from that one I got the the words. I have plan of incorporate more decoration with latin sentences extracted from Mozart's requiem and I will make a rock version of Domine Jesu for the last level. I already know what kind of last level I will make but it will be a surprise.

I am glad you liked the game so far and I am taking into account all your suggestions, thank you for playing my demo.

Submitted(+1)

I followed the whole process of your previous game, this makes it very easy for me to imagine how good  this will become as the demodays pass : P

Submitted(+1)

you need to clearly indicate to the player where enemies spawn. as a dev you already know their spawns, but the player doesn't, so we just walk over them and they spawn on top of us.
the shotgun is underwhelming. buff its range and spread to compensate the slow rate of fire
you should give a flashy warning to the player when time is running out

i love her so much

Developer(+1)

Yes I will buff the shotgun, I don't want any weapon weapon feeling weak, my vision is making the demons trying to survive the player not the player surviving the demons, that's why the game is more focused on score and not in ammo management/reload. I will work later about the enemy spawn, I wanna make them styleish, like a portal opens and the enemy appear, I will see.

Glad you liked the character and thank you for playing the demo.

Developer(+1)

Controls:

WASD ----------------------- Move Around

Left click -------------------- Shoot Bullets

Right Click ------------------ Dash

Spacebar ------------------- Jump

Shift ------------------------ Holy Bomb

P/Enter/Esc----------------- Pause the game

Well this will be my third game, my vision is making a game where you can slay demons while you get the clocks around the map, basically like the mercenaries minigame from RE but instead of you surviving the monsters, the demons are trying to survive YOU.

There is only one enemy, one map and four weapons, if you have ideas for new enemies I am all ears. Future maps will be related to each of the capital sins, and each will have they own BGM/Ost.