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A jam submission

SPACEGOREView game page

proof of concept of a gorey arpg in SPACE
Submitted by osur (@kalemonvo) — 2 days, 23 hours before the deadline
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SPACEGORE's itch.io page

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Comments

(+1)

impressive proggy.

- the flamethrower broke on me near the end, it was draining ammo if i held click but there was no fire coming out, no sound, no damage, nothing.

- i love the shopkeeper and her different poses

- a lot of the props in the level didnt have collision kek i noticed that

- the shotgun seems too strong even at a distance, you may wanna reign it in a bit

Developer

thanks for playing!

i fixed thew flamethrower, oops!

Submitted(+1)

Nice progress. Here's what I liked about it:

  • Different types of weapons and the gory effects they produce
  • Shooting the enemy into the fan prop and seeing how it interacts
  • General light tone of the characters, including the shopkeeper. Maybe light is not the right word, maybe comical?
  • Environment art seems perfectly rugged yet premium. Polished vibe.

Some bugs I found:

  • If you place an ammo item into an occupied equipment slot , the ammo disappears. 
  • The sawblade weapon sound didn't play. Perhaps this isn't a bug.

This is a classic videogame. Enemies in dark corridors, absurdly gory weapons, funny and charming characters. Pure entertainment, like a B movie you throw on knowing what to expect and thoroughly enjoying it on a comfy night. I think you mentioned that you intend the gameplay to be more on the difficult side, with ammo management and such. I could start to see what you meant by this. I wonder how exactly the combat will come together. Good work and can't wait to see the next part.

Developer

> If you place an ammo item into an occupied equipment slot , the ammo disappears. 

GOOD FIND

i'll fix that today after i switch down from unity 6 to unity 2022

thanks for playing maru!

Submitted(+1)

frame limit / vsync option please!

I like how the general look and the models.
The blood seems a bit exaggerated considering that enemies explode when you kill them with a pistol but I like the effect, in some rooms it gets on the ceiling and it looks like it's floating in mid-air.


I immediately went to check the lockers and then I thought I got stuck in them. In reality my inputs were disabled because of the dialogue but the dialogue UI immediately hides if the character is touching a wall, happens with the opposite wall too. A couple of times the flamethrower ammo failed to appear in my inventory on pickup but I can't replicate it reliably. 


Cool start, I'm looking forward to see what proper combat plays like.
The sawblade gun sucks btw it's a worse shotgun. 

Developer

thanks for playing! i hope by next-next DD i'll have an actual playable level.

Submitted(+1)

Very nice, I like the animations the shopkeeper have for every item, I like the effect off the flamethrower, when the objects turn on fire it's that the particle system or a shadder? also, I wanna point out a minor visual bug: when the monsters explode, some of the blood can hit the invisible roof of the level and it looks like a floating blood splatter.

Keep up the good work! 

Developer(+1)

its a particle system. a lot of stuff use custom shaders (like ex. the blood) but that's so i can tailor the visuals to my liking.

for the fire it's a prefab object i pool to the object that is on fire, and have the fire particles spawn from the vertices of the object. then overtime i reduce the size and make the fire more transparent.

Submitted(+1)

Cool, thanks for the explanation, I wanted to make a weapon related to fire, so I will try a similar approach.

Developer(+1)

if you want you can always DM me later and i can show you how i set it up

Submitted(+1)

nice inventory and girl, runs a bit iffy on my beefy pc.

Submitted(+1)

this runs very choppy on my pc. i know it's not a strong pc, but this game isn't exactly the pinnacle of graphical fidelity. shotgun is nice though and the enemies are very juicy.

Developer

does it start off choppy as well, or does it degrade overtime after shooting a bunch of dudes?

i'll look into it, but as you said, the graphics are basic, the level is small and the models low poly, so i'm curious as to why it'd run so poorly

Submitted

it starts off choppy

Developer(+1)

thanks for this. i'll look into it

(+1)

sometimes blood splatters get on the ceiling, is this intentional?
also, sometimes they don't appear correctly on the ground, looks like some kind of fucked unwrap or normal situation idk
i love the shopkeeper, she's perfect
the way your inventory is setup there's always going to be empty unused space because ammo boxes are too wide
minor nitpick of mine but i don't really like the bright pink/purple pants lol

Developer(+1)

>sometimes blood splatters get on the ceiling, is this intentional?
no :( 

>also, sometimes they don't appear correctly on the ground, 

that's the decal trying to be displayed at the wrong angle. i'll fix this..

>the way your inventory is setup there's always going to be empty unused space because ammo boxes are too wide

i have no idea how i'll handle this, to be honest. i like ammo being an inventory item and i like tetris inventories, but i think this will be chinese water torture for a lot of players.

>minor nitpick of mine but i don't really like the bright pink/purple pants lol

press G to swap outfit. you can take the pants off

Submitted(+1)

Spacecraft of Kalemonvo. Video: 

Very early, but promising. The enemy deaths are juicy as hell and the game has a nice atmosphere. It is way too early to give feedback on gameplay since it is a proof of concept, once there is a challenge it will be much easier to know what adjustments to make.
(1 edit) (+1)

Sadly I couldn't get the game to run on linux with wine, so I watched JuicyChicken's youtube vid.

I like the gore. Game play looks fun. Good stuff.

(+1)

Played maybe 5 Minutes, since there isn't anything there.

The small lockers at the beginning do not have Collision, it seems some Barrels don't aswell. 

Apart from the Pistol and the Shotgun the Weapons didn't seem satisfying, and there is no backup in case you run out of Ammo I guess. Some Props seem to be slightly misplaced, etc., Enemy AI is barebones walking towards you, etc., but all that is I assume very much a Placeholder at the Moment. 

I didn't encounter any Bugs, the Atmosphere this is going for is rather clear  I think, I don't know if its aiming to be more of a horde shooter or a horror-y Shooter with few Strong Enemies. 

In general it feels like you took what you learned from ToK for a new Base in the same Genre, so it certainly feels improved upon, even if it is very barebones at the Moment. It feels much more fluid and polished if that's the right word. 

You can see through Walls with your Flashlight, which feels odd, especially if you're going for more of a dark and spooky Tone like Resident Evil or Dino Crisis or similar Stuff.

The Systems (at least the Parts that are there) work fine, I think the biggest Part would probably be figuring out what Direction you want to go with this, over the Top Gore Shooter, like Isometric Doom, rapid Action, Horde clearing, careful player Approaches, etc. and adjusting accordingly. Want more meaningful encounters, then you'd probably need more non-combat Stuff, tiny riddles, play more with the Lighting, more realistic Texturing. If you're aiming for more of a Horde Gore Shooter, probably more environment Props like that Fan to blow Aliens up, a more Colorful and over the Top Artstyle, less serious Dialogue perhaps. 

Developer

thanks for playing!

my two main goals are to take what worked in ‘monvo and roll with it, and to take what i didn’t have in ‘monvo and make it happen. i liked the gore and inventory in ToK so that’s added first, but i didn’t like that the setting, environments and story were plain ( or non existent). 

current plan is to get a story with recurring characters going (maybe actual cutscenes too; why not), look into coop, etc

combat wise I started the game off slower but (at least with what i have now) it’s more fun when it’s more hectic with plenty of enemies and big guns. once I have a proper level with set encounters I’ll get a feel for what works and what doesn’t

the vibe is gonna be comical characters played straight in a horror setting. it’s clear that a punk hacker girl and a grown up / older duke nukem character are a bit silly but I’ll write them to be serious and we’ll see how it goes. Sort of Judge Dredd vibes?


thanks again for playing and maybe I’ll get to play one of your games next DD 

Submitted(+1)

I like the shaders in the environment and the shop glitch effect.

Submitted(+1)

Good work so far Osur. Can feel the ToK DNA here (in a good way)
Obviously needs polish in its UI and what-not right now but I could see weapon juice (recoil, particles, sfx etc) a good path to maximize right now, I think I wanted a bit more OOMPH when I was playing?
Will play this every DD I can expecting big progresso. GL!

Submitted(+1)

No cute boy and no linux == noplay

Developer

male characters next dd i swear

Submitted(+1)

Love the shop.exe! I think i got all enemies and items.
When starting i literally ran into the lockers and was stuck for a second. Wanted to take a screenshot but then i was able to move again.

Didn't have any real bugs, just small things that are expected from a prototype:
- The explosive gas tank didn't explode when shooting at it with the minigun, had to swap to the shotgun to make it go boom
- Decals are sometimes placed midair
- Shotgun puts a surprising force into the ragdolls. Enemies fly at the speed of light even if the pellets already penetrated someone earlier
- Putting the whole room on fire (including corpses) produced a bit of lag. Wondered how burning stuff will affect gameplay

It works. The promise on gore in space was delivered. Please deliver more next time, thank you!

Submitted(+1)

Oh i forgot to add: i had some stutters whenever i used a weapon for the first time. Probably missing projectile pooling?

Developer(+1)

i do have everything pooled but i noticed the stutters myself sometimes. i assume there's probably a particle somewhere i forgot to do, i'll take  a peek

Submitted(+1)

Here are some thoughts as I played.

  • The second I loaded into the game and pressed W, I alt-tabbed to come here complain about the lack of friction with the floor. You slide too far once you stop moving, which is made worse by the lack of foot IK.
  • It's interesting how not only does the player have a flashlight pointing forward, they also have a fainter light pointing backwards. Why?
  • The girl's hair horns jiggle when you move and shoot, that's great.
  • The normals on the blood decals make it look super hi-def, maybe too much. I don't know if you intend to keep the current fidelity of the environment, but if you do, maybe tone down the blood a bit. Otherwise the gore is nice.
  • Shop girl is cute as expected. Having animations for each item she sells is very charming.
  • I still passionately dislike the transition effects when you enter/leave the shop.
  • The player's flashlight goes through walls if you stand right up to them, maybe add a raycast between the player's origin and the light position to determine whether the light should be emitting or not.
  • I shot the red gas canister thing a lot with the minigun but it didn't blow up, I had to use my pistol. Is that intentional?
  • The walk cycle has a hitch in it.
  • Shotgun pellets travel so slow that it's a little funny.

It's pretty neat, it will probably make for a cool game once it is one. I only ask that you write "REMEMBER CITADEL" somewhere in blood.

Developer

thanks for playing! yeah its all varying degrees of jank, i'm still playing find-the-fun with it