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A jam submission

KroomView game page

Old Doom style retro fps. Stop Advent and fix the timeline!
Submitted by KuroUsagi96, ripseiko, Razgriz2222 (@Razugurizu2222), kasundasky (@kasundasky), atbarbi, ZeraDoesStuff (@ZeraDoesStuff), Aisu — 4 hours, 12 minutes before the deadline
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Kroom's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#313.2763.276
References / Humor#423.1723.172
Overall#462.9862.986
Innovation#512.7932.793
Ambience#553.1383.138
Theme#772.5522.552

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 26 to 7 of 26 · Next page · Last page
Submitted(+2)

Man, I needed some boomer shooter today and this delivered it on a plate. I like the visuals, especially the Shiorin lair was very climactic. The animations were nice, especially Biboo's Judgment cut. The music also fitted really well, especially the last optional boss-fight.

The difficulty was surely there but I managed to complete it, including optional final boss. My three little complains:

- Biboo's attack seemed impossible to dodge, I tried with dash but to no avail. I assume that it is by design and we are simply on a timer here, but it could be somehow hinted to the player that they cannot dodge this attack, so they should focus the boss instead of defeating minions

- It could be better signaled that Shiorin can be damaged only during her attack. The confusion doubled by the fact that she is damaged when her minions die. So at first I assumed that I need to keep killing minions and after 3 times running of out ammo I figured that there must be a way to damage her more reliably and indeed there was. Imo you could signal this by her having a sort of shield visible at all times and it disappears only during her attack animation

- Super minor: In the Shiorin fight, the doors had 3D knobs, which made me thing that there was a way to enter the second floor. I tried several times, but I assume that it is just nice detail on the doors (but a way to enter second floor like a stage 2 would be very nice)

From bugs side:

- after completing a stage, sometimes my rig would fly to the moon. I suspect that just FPS increases there to hundreds so a v-sync or fps limiter should solve it (unless it is something else). I played Win build downloaded through itch app.

- after dying several times in the optional final boss fight, defeating 4 bosses without Shiorin completes the stage. I think the same does not happen when completing the stage in a single run so it could be related to dying in the boss fight at least once

Overall I really enjoyed playing this, I hope you will push this further, e.g. add more weapons, more enemies, more attack patterns, more locations (maybe a Doom-like dungeon). Can't wait for that post-jam update o7

Submitted(+1)

the biboo asset didn't load for me, so I was stupidly shooting all the pebbles instead of the black rectangle in the middle of the screen. (firefox on linux).

Good attempt at boss rush doomlikes and mococo slowly approaching you. Good art and writing as well.

Though penalty for not adding a double barrel.

Submitted (1 edit) (+2)

One of my favourites.

The bonus level is made trivial by the simple arena and I would’ve liked a more climatic ending after Shiori’s difficulty spike, but that’s also a good demonstration of how learning from the earlier encounters left you in a position of power so still a satisfying end all in all.

Shiori’s fight is way harder than the rest of the game when taken head-on, but there are multiple alternate solutions with easier execution to find. A bit of a drag still, since at times you only get to see if a method is valid after minutes, but minor complaint.

Hard disagree with a lot of the other comments, the fight are very fair and at times even so easy you barely get to interact with their mechanics. After watching a couple other people play it might just be a matter of having less fresh practice with the more predictive skew of strategy of traditional quakelikes now that that’s out of fashion with shooters.

Web build is fully playable but for now has issues serious enough to recommend downloading.

Submitted(+2)

2D/3D hybrid games are so cool! I also like the story ties to grem-o-war (Another game I really enjoyed!). I kinda got my butt handed to me but I guess the description told me as such. I might revisit this post jam if yall keep working on it!

Developer

Thank you for trying it out! :)

The update is in the works.

Submitted(+2)

Great idea, though the execution is lacking in some respects. Biboo's attack is impossible to dodge and feels very unfair, and I did not realize Shiori could be shot directly, so I had to slowly whittle her down through her summons... Which took almost all the ammo in the entire level. I also couldn't tell if other Advent mascots could be hurt- usually I just elected to shoot the boss and take them down ASAP.

Also, I cleared the final fight against all 5 without depleting Shiori's health bar, which felt like a bug.

Developer(+1)

Thanks for trying out our game!

Biboo's attack is a LoS check, the 4 vents are there to block the attack. The sheathing sound after the cuts signal when its free to come out. (sadly its very quiet and godot didnt really let me make it louder, i will need to enhance the raw audio fiel instead)

4 bosses clearing stage 5 is a bug caused by the system that handles fuwamoco. (If fuwawa dies first Mococo gives up, but if you defeat mococo first it counts mococ twice, adding up to 5 boss deaths)  ITs already fixed in the devbuild.

Submitted(+2)

I ran out of ammo fighting Shiori. I do feel that there are some elements missing that would make it a good game.

Developer

Thank you for trying out Kroom!

We had to cut many thigns to fit within the gamejam's timeframe as we are all newbies to making games :D 

Submitted(+3)

Interesting game. Died once vs all Advent. Just by reading comments learned that dash exists, lol. Don't know what purpose jump serves. Was clicking like crazy on final stage and died after that menu appeared really quick and I clicked on return to main menu :( Unfortunately there is no options to choose chapters. I would like to have more abilities to use or other weapons. Mby upgrade that allow you to dual wield guns for better fire rate if you collect something or find a secret. Overall, very good.

Developer

Thank you for trying out Kroom!

Jump was added to make the movement feel better, also was on my titanfall phase during the jam so i made the dash go farther from jump, than on ground.  More additions are planned and i nthe works :D

Submitted(+3)

I love the idea of this but the execution is lopsided. The difficulty falls on the 'unfair' side of the fence and after a while I found myself not wanting to keep trying (ex: the Dash is almost worthless as I end up dashing INTO fire I couldn't possibly have seen from a different mob I was avoiding). I like challenging games but the fun ground to a halt in this one.

Also, you guys ran into the same bug I did; Godot Web build have this weird issue where Audiostream slowly loses volume every time its used. I ended up having to constantly create copy instances of Audiostream.

Developer

Thank you for trying out the game!

There is certainly a difficulty to the game. We had people on the team that thought it was too hard, and we had people who thought that its just the right difficulty or still don't have enough mechanics. We aimed for a difficulty where it can be done without death once people figure out the mechancis which are not numerous.  

The dash is actually overpowered a bit but was a necessity to add for fun and to be able to make the fights a bit mroe dynamic. Movement will be altered post-jam to accomodate players who don't like the dash. 

We were not aware of the audio bug because it doesnt appear for us in operaGX or edge. What browser and OS did you try it on?

Submitted(+2)

I was playing on Brave, but I've run into this same bug on my own game on Firefox as well. It's an engine problem as far as I know.

I mean don't get me wrong, I'm sure the game is beatable, if I certainly locked in and really persisted. I think my complaint really is that I stopped having fun after so many tries. It was punishing to the point where I didn't care to finish the game anymore. Hopefully tweaks after the jam will change my mind.

Developer

May  i ask which stages/bosses/mechanics were the ones that were more frustrating than fun? We are currently working on reworks on most stages and iwant to look at your feedback too.

Submitted(+2)

OK I take back a lot of my complaint, I played the download version and for some reason did a lot better, so skill issue on my part. I still can't beat it though (I keep running out of ammo on Shiori). I think the biggest 'unfair' thing I would still fix is the speed of the Jailbirds. I feel like that first 'wave' that gangs up on you moves in way too fast, even faster than the Ruffians. And definitely the stairs on the Nerissa level; the hitbox 'nicks' all the little steps when jump-dashing; I would opt for either a ramp or just a full jump.

With that said I did enjoy it more now; trying to play fast-reaction shooters while tired does not make a good recipe. I am excited to see a fixed-up version of this game.

Submitted(+2)

Love the visuals and how it pays homage to old school FPS. I don't play much of this genre to know if it plays like those games, but I definitely think you've nailed the style here!

I do wish there is a little more feedback effect when enemies are hit. Maybe just a sprite flash or some overlay hit sprites when my shot lands. It'll make the gameplay feels a little more satisfying.

Also, I think ammo should respawn if ammo is essential to complete a level. Shiori's stage kinda locked me out when I completely ran out of ammo (I only found out partway through that you are supposed to shoot her when she prepares an attack). Either that, or there should be an alternate way to perform attacks without locking the player out when ammo runs out. (maybe like a melee attack that reflects her projectile etc)

Good job overall though! Thanks for making this!

Developer

Thank you for trying out Kroom!

The hit feedback sadly couldn't fit in before the jam ended, but will be added post-jam. 

There will be more weapons and more ammo post jam. Melee was also planned but cut to focus on other things.

Jam Judge (1 edit) (+3)

I liked that each talent had a unique attack. The most interesting one for me was Shiori. I liked clearing the minions away and instantly turning to her to shoot while her guard was down as she cast her next spell.

The optional fight with everyone is very difficult and I only managed to take down 4 out of the 5.

Some improvement suggestions:

- Volume controls.

- Improve volume balance. Sound effects are very loud compared to the music.

- Biboo's fight aoe attack needs a safe spot. It's unfair to make it cover the entire arena. (or at least make it more obvious where it's safe)

- Needs a skip dialogue button if you're reading it for the second time. Especially since there's a high chance to retry a stage.

- Needs more attack variety. Secondary fire modes, different weapons, different types of ammo. Anything that makes shooting less repetitive. Since the game is inspired by classic Doom, I was expecting at least a melee attack when you run out of bullets or some kind of AOE damage weapon, like the rocket launcher. XD

- I didn't like the dash. I prefer a run button like classic Doom. Mococo and basically every melee enemy moves faster than the player and it's not fun spamming the dash button to stay away.

- Melee attackers don't have a wind up. As soon as you're in range and their attack animation plays, you will get hit even if you dash away. This feels unfair.

Good work, team.

Developer

Thank you for trying out the game and for the detailed feedback! 

Volume controls i cant promise but we will look into it.

Biboo's ability is a LOS check. The sword sheathing sound signals when its safe to come out. 

Dialog will be autoskipped or click skipped on restarts in the post-jam update.

More attacks and weapons will be added in the post-jam update but couldn't fit in the jam build.

The dash will stay but sprint will be added. Stage 3 with Fuwamoco will be fully reworked mechanic-wise. The dash wil lstill be essential but wont be a constant spam. 

Shiori's mechanic will be telegraphed better and ammo will be mroe abudnant on stage 4.

Submitted(+2)

Cool concept, sometimes its hard to see what you are shooting at, specially in biboo's fight

Developer

Thank you for trying out the game! 

Proper hit feedback couldn't fit within the jam's constraints due to the existing system being cut for performance reasons. It will bea ddressed post-jam.

Submitted(+1)

I love the art and direction that you've taken this! It's awesome, and it feels good. Maybe I'm just bad at the game, but I couldn't dodge the first boss's attacks. Specifically the one where it's almost like Vergil's judgement cut. I like the idea for sure! I think I'm just bad at the game! 

Developer

Thank you for checking out Kroom!

You can dodge Biboo's attack by hiding behind the air wents. And you can just shoot her down fast if you dodge the pebbles.

The game is on the more difficult side, for sure, this is why we included the "Tips if stuck" option in the menu :) After the jam, we plan to work on tweaking the fights, the later ones aren't as intuitive as we thought.

Again, thank you! 

Submitted(+1)

Hey, whenever you update it, I'd love to check it out again! Again, I'm just bad at boomer shooters! Love the work you did on it! 

Submitted(+3)

I kroomed all over the place.

There's a special place in my heart for boomer shooters, and this is one of them. The visual of Bijou's judgement cut was nuts, and also Nerissa's arena. Very tense and jam packed.

Could be a bit more generous with the ammunition during the Shiori Boss though xD 

God I want a full-fledged Hololive Shooter now.

Developer

Thank your for trying out our game :) 

The Shiori boss not having enough ammo to kill if you dont hit her is unintended, telegraphing her mechanic and enemy hit feedback will be adressed post jam :D

Submitted(+2)

I feel like this game focuses too much on being hard and not enough on being playable. I'm also not sure what part of Doom inspired this or which Doom. I got up to Shiori without looking at any tips (because I didn't feel like redoing the earlier stages), but in every stage I felt like trying to play this in any normal fps way was pointless due to how many enemies, how little damage the gun does, and how little environment there is.

Developer

Thank you for giving Kroom a shot!

There is certainly a difficulty to the game, but it was balanced around being able to complete it without death.

We were inspired by the original Doom, sadly the corridor segments had to be cut from the jam release alongside two other weapons and a melee. 

The gun takes out every mob enemy in 3-5 hits depending on type and bosses take 25-35 hits to go down on the main stages depending on boss.  

The Shiori fight doesnt telegraph the emchanic as intuitively as we thought, it will be corrected post jam. o7

Submitted(+1)

Game has the old school shooter feel to it which was great when it leaned into it, but my main complaint is the Shiori fight is not clear that you can shoot her directly and I kept running out of ammo. This was also the slowest of the fights compared to the others where you were always moving around, which I think is what makes the game fun, so having to sit around in that fight didn't feel great.

Developer

Thank you for playing Kroom!

The Shiori fight was sadly not as intuitive as we thought, it will be rectified post jam. We couldn't add more enemies on that stage because we didn't have time to improve performance when too many ai are present.  Currently its s little breather before stage 5 where Shiori shines imo.

Submitted(+2)

I like the billboarding technique in shooters and the way it was applied here, nice job.

Developer

Thank you for playing. o7

Submitted(+2)

Nice job, the tips is a good idea, I got stuck a couple time.   The art is really cute, and the chaos of the 5th stage was really satisfying.  

Developer

Thank you for playing our game!

We tried to make the game hard but still satisfying once the player elarns how to defeat each boss. We are glad you liked it :)

Submitted(+2)

Nice job on this game! I love the boss rush concept.

Don't know if this was intentional, but I won the fifth fight after beating everyone besides Shiori... also, the first time I did that fight Biboo still attacks after I defeated her. My strategy was ultimately just rushing Biboo first before she started attacking so her attack phase doesn't start.

Developer(+1)

Thank you for trying out the game!

Those two things are sadly bugs.  Biboo's bug only leaves the effect up, it doesn't damage. The shiori bug on stage 5 happens when you defeat Mococo before Fuwawa. I always went for Fuwawa on the stage 5 test so i didnt catch the bug before the grace period ended. 

Submitted(+2)

I loved Grem'o'war from last jam so I was happy to see a continuation in story! The game is fun! I really like the art. Fuwamoco are so intimidating and have so much aura when they strut towards you lol. My only criticisms are: 

1. I felt like Biboo's judgement cut move was instant and I couldn't tell if I was hit by it or by a pebble, so I also didn't know how to dodge it. Perhaps adding a clearer indicator of that move would help?

2. The Shiori fight takes much longer than the other fights because she is so tanky. I kept running out of ammo and thought the ammo drops would keep spawning, but when they didn't, I succumbed to so many novelites that my game lagged like crazy. I think making Shiori less tanky or making the novelites tankier (but deal more damage to Shiori when defeated) would improve the gameplay flow, because I felt like I was breezing through each boss until Shiori, at which point it felt like I hit a wall.

Nonetheless, I enjoyed this very much! Great work again!

Developer(+2)

Thank you for the review!

Biboo's attack locks on when the last cut is made and a hilting sound marks when its safe to come out. It is blocked by LOS if you get in cover before it locks on, sadly we had no time to make it lose lock if you get in cover afterwards.

Shiori cannot be defeated by only hitting the enemies, she has a trick to defeat her in the "Tips if stuck" menu, but it's true that Shiori's mechanic is not as intuitive as we thought it is.  A little extra trick, if you dont have time to kill the shooting ones when aiming for the "trick" you can focus on killing the novelknights and leave the shooting ones alone if you can dodge them.

Submitted

Actual full comment pending, but I got REAL close to beating Shiori by only shooting enemies (I missed 5 shots total out of all the ammo on that stage, and I was maybe two or three enemies out from depleting her health bar. I will be testing it soon but I think if I save a few beholders and play otherwise perfectly, there's a chance... Unless it's hardcoded lol

Submitted(+2)

Pretty fun! I liked the illustrations and the boss fights were pretty fun!

Developer(+2)

Thank you for the review :D I'm glad you liked it.

Viewing comments 26 to 7 of 26 · Next page · Last page