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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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Play Space Diablo Shooter

SPACEGORE's itch.io page

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Comments

(+1)

https://www.twitch.tv/videos/2767018325

First half of the level is great, second half is... empty. 
Good stuff, shotguns feel good, and controller works. It's a bit confusing, since it feels like the aiming is at a slight angle - I feel like you're using the stick rotation as an absolute for the camera, and not for the world center. If that makes any sense.

But it's great.

Centaur guys feel a bit too tanky, and no drag'n'drop in the inventory is a bit jarring. Also thought I accidentally sold my only weapon.

In any case - great progress, great demo, keep it up!

(+1)

It's perfect, except that the pistols muzzle flash is spawned in the middle of the gun instead of at the barrel. Because of this I rate it .78/10

(+1)

Very cool. I like the gore and violence. Are you planning to add more destructible objects to the game or make the wooden and cardboard boxes be destructible? I was hoping I could destroy those too.

Anyway the game is shaping up nicely. Good luck!

Developer

more stuff WILL go boom

you can blow up the big wall fans with a grenade, and (some) barrels (sometimes) explode if near a grenade or an red explosive cylinder


thank you for playing!!

(1 edit) (+1)

Game is a lot of fun, especially the blood splattering around ahaha. I dont have too much experience with the genre, but here are some thoughts of mine nonetheless. The shotgun feels nice, although imo the reload time is either too fast or the magazine size too big. Enemy sizes werent big enough to ever feel overwhelming, as the shotgun has plenty of ammo and  basically oneshots anything. The enemy interacting with the environment also makes it more plausible.  The fans in the ceiling add a lot to the atmosphere, in general i think the athmosphere makes sense and adds positively to the gameplay, the rusty bridge was surprising and intrigued me but sadly i couldnt see what lies behind. The only thing i could maybe say is that i feel like the sounds are a bit too flat for the environment, most spaces are rather vast and i feel like the sound should have more echo maybe. Being able to drag in the Inventory would also be nice, if you go farther with the game.

The game sadly crashed a lot for me, one time when i threw a grenade at the doorway of the shop room, multiple times when walking around, especially after that first big area, a few times within the shop bootup when i click randomly, and the last time in the middle of the bridge after i went back to collect some ammunition.

But given its a proof of concept its really good and im looking forward to your next demos. 

Developer(+1)

i'm curious about the crashes

unity usually has a crash log, it'll most likely be in : C:\Users\YourNameHere\AppData\LocalLow\osur\SPACEGORE as Player.Log

if you can take a look and tell me if you see anything weird as the last line(s) i'd appreciate it!

also, are you on a beefy PC? linux?

(+2)

I always thought that the girl with twintails will be my favourite, but Corinne looks cool, she is my favourite one so far.

I like  the gameplay, I like how you added interactions with the environment, like shooting a tv and it breaks or how the character gets covered in blood, those small details makes the game more fun. I also like the scripted encounters like the monster that comes out from a big fan on the wall.

Keep up the good works, diablo on space looks fun!

Developer

holy kino

Submitted(+1)

Nice characters, I didn't see Sena yet, she has a cool outfit.

I liked how bloody the game is. The pistol sounds like the pp7 from goldeneye

The cursor felt kinda easy to lose when fighting though

The video looks laggy at the end, but the game wasn't laggy when I played it, I only had some small spikes at some places when enemies appeared

Submitted(+2)

I don't have a lot of notes because the game seems to be progressing well. 

The gamepad controls work, the shop works, and nothing broke as far as I could tell. 

I'd like a visuals settings menu although the default Alt + Return works for the window/fullscreen toggle. Moreover, suggesting a settings menu feels like recommending a save menu or replacing the placeholder graphics. 

Good work all around. I hope one of the future male characters has robot parts because robot parts are cool.

Developer(+1)


how do you feel about robot legs?

Submitted(+1)

Good for melee characters because they can run very fast.

Submitted (1 edit) (+1)

nice
played nice on gamepad.

Submitted(+1)

It's really fun to play even in this early stage. Not much point in nitpicking since you're probably going to change most things so I'll list some things I liked and what I'd like to see.

- I love the shop

- The gore is great. It did kind of destroy my fps in the testing room when I spawned a bunch of enemies though

- The weapons feel very powerful which is great. The flamethrower not so much. It's not bad but compared to the rest it doesn't have the same impact. Talking about the actual feel not the stats, but it did also seem to do less damage, the big enemies are near impossible to kill with it. Would love to see alt fire modes for the weapons too.

- I like that enemies have projectile attacks. Much more interesting than hitscans imo. Would like to see more of those and maybe some different attack patterns so you don't just circle strafe around them. The enemy designs seem a bit random but they're alright I guess

(+1)

Thoughts as I play.

  • Picked the ninja lady since I did the other one last time.
  • Nice wall shader, but I think it looks a little poor in motion. Maybe reducing the noise scale will help, or possibly feathering the edges.
  • The character animations are ok but leave something to be desired. They feel stiff and a little sluggish. The shimmy when crab-walking is the most glaringly poor one. Nice hair and boob physics, though.
  • I agree with the other playtester who said this feels more like a bunker than a space level. Maybe look into Sytem Shock 2 environs? They pulled that vibe off well.
  • Ooh, human enemies. They're cool, but kind of easy to dispatch. You can stagger them indefinitely with ease. I like their design, though.
  • Had a random freeze, I assume I hit a loading trigger of some sorts? Maybe Poonity is freaking out.
  • Ran out of ammo fighting some guys, but I had a grenade! Cool.
  • The barehanded animations are so goofy, I love them.
  • I ran out of ammo a long time ago and couldn't find any more, so I just have a pack of 20 guys following me. Maybe a melee move is in order? A simple 1-damage kick?
  • Enemies seem to cull out a little too early, as in they disappear from the edge of the screen abruptly.
  • Reached the end room. I had not, in fact, found a flamethrower.

I think that's all I really have to say, honestly. My appraisal hasn't really changed from the last time I played this. Keep it up and I hope to see something more "official" soon, i.e. a proper polished level. 

Developer

>ran out of ammo
did you not use the shop? 
i gotta make that model more visually interesting since i feel like everyone missed it

Submitted(+1)

played it with controller, feels great to play that way actually aside from janky menuing.

grenade feels like it should just be its own input rather than a weapon you switch to tbh

controller aiming also feels like it should have a little dot or something in the direction you're pointing like hotline miami or something.

i missed the disc gun from the previous demo but other than that nice proggy!

(1 edit) (+1)

Played the Linux version with Mouse + Keyboard. Everything worked fine. I enjoyed the gameplay. Killing the enemies is very satisfactory. Nice gibs! So far the art direction is also feeling good. Do you plan on having a map? I feel with more complex levels, the player might get lost. The only thing I felt was a bit underwhelming currently was the sounds. They feel a bit muted, while the other aspects are quite intense.

Also, shoppkeeper <3

Keep up the good work.

EDIT:  AH! Another thing. I don't know if this is a Linux, or my PC specific, but is the cursor supposed to be gigantic, and have some "scan lines glitch", as if it were holographic? Tried to print screen, but it doesn't appear on the prints.

Developer(+1)

thanks for playing! no map yet


there is a scan-line-glitch shader i use for things, but not for the cursor, it's regular-cursor sized. weird.

Wierd indeed. Must be something specific to my computer then. Linux shenanigans

Submitted(+1)

Is this the aesthetic you're going for or just temporary Kalemonvo ancestry? I'm asking because I really like this muted dark gory look with scifi. Other top down scifi shooters (especially cyberpunk ones) put colored lighting everywhere and ramp up the saturation. This feels really fresh and different in comparison, and easier on the eyes.

The gore is very fun. Sfx are weak, but the explosion of blood and massacred corpse flying back really sells the power of the shotgun on its own.

At 4:50 I tried to detonate the gas tank and it didn't react (or maybe I just missed).

Developer

thanks for the video! after pressing the raised button, if you walk back to the 'cafeteria room' you cut the video out in, there's a path in the north-east wall that was barricaded with a forcefield which was then lowered by the button!

as for the vibes, i'm going for an old spaceship vibes, where the characters are from a more futuristic period, but the environment is an ancient warship from the past. i'm purposefully avoiding shiny RGB lasers and interfaces because they're kinda lame.

Submitted(+1)

Played again to reach the room and see minigun and I encountered some issues this time.

  • Tooltip could use some offset so it doesn't cover the item we're mousing over.
  • At 9:03 I got into shotgun ammo debt. Plus there's some issue with ammo display, because debt became visible only after switching to another weapon and back to shotgun again.
  • At 11:22 larva centaur gets stuck. I think it may have something to do with the enviro, because initially 1st from the left centaur got stuck, and after spawning new centaurs (11:30), 3rd one is stuck. Later they behave normally.
  • At 15:11 I tried to throw 2 grenades, but only 1 gets thrown. After that left-click wouldn't do anything, I'm trying to throw again but nothing is happening. Switching to empty weapons and back to grenades did not fix the issue. Started working normally after equipping flamethrower with some ammo. Also some issue with run animation despite standing in place.
Developer(+1)

this is great, thank you very much for the video. i've got lots of things to fix i see

Submitted(+1)

Overall Thoughts

lot's of potential. the pad support and chicks might make it already better than tower.

played with pad

reached minugun dev room


Random notes:

i dont like forced tutorial trigger after a few steps of starting. imo a screen that you can click like the shop would be better. pure preference

i like the systemshock vibes of mobs 

the level assets are less SPACE than i would like. they seems no SPACE at all, it's mmore an underground bunker

shop girl is cute. the protestic arms seems more armor than prostetic arms. if they are armor, they are not armor enough

I really like shop.exe anim.

since this is a more industrial setting than tower, having those green cabinet for chests is not enough of a telegraph(this is a problem only for the first 5min). i see bookshelves with stuff on it, i wanna try to take that stuff. like classic RE, you should fine a visual way to guess what's clickable or not at a glance

equipping stuff with pad is a nightmare.

since you can move while attacking and aiming, the enemies are not good enough to be a challenge. imo check how poe 2 solved that problem

on the other side i would like a dash of somekind. Or since you have big guns that weight a lot, you get a debuff on speed with big stuff like minigun, so enemies can be dangerous. there are ofc a lot of ways to solve this problem

overall for pad i would like to have a laser sight, at least for silenced pistol since you can miss a lot. maybe it can be an attachment u can add to any weapon. dunno what's your design pov on that  

i like the gore and gibs. maybe like some other games those gibs can be internal organs, bones etc 

Submitted(+1)

Started as a brunette, ended up as a redhead. Game lives up to the name. Got the chaingun at the end. Corinn should be thankful, animating melee is not easy.

Ammo seems a little sparse, compared to the enemies you have to walk through. I thought I would be safe while shopping, and I was, because I was immortal, but not because time stopped.

Pretty great, looking forward to more. 

Submitted (1 edit) (+1)

Pretty early on but im a big fan of the concept. hit the end but ran out of ammo for everything and had to run past enemies

  • the shotgun shooting big ass grapeshot and seeing the spread in real time was cool, but i wish the firing SFX were meatier
  • the gibs were very nice
  • I like the character designs, and the shop menu is just excellent
  • the animation for running around unarmed is pretty goofy, otherwise they seem to work well
  • ammo is in really short supply, i dont usually mind this but you move so slow that running past enemies and picking your fights isnt really a great option
  • I could see mowing down big monster closets with kitted out guns being really fun

Excited to see where this goes, keep up the good work. I really enjoyed Kalemonvo as a diablo 1 head

(+1)

Pretty cool update, I played it a few times and tested the controller support using an Xbox 360 controller (which worked just fine). The expanded level was nice, I'm a big fan of the spooky black room with the bridge leading to two shotguns and the final room with a gatling gun and respawnable enemies was a great way to end the demo. I can't remember if costume changing was a thing in the last version but it's very welcome here, pantless Sena and tank top Corinne especially.
For some reason my PC loves spinning its fans during gameplay. When I checked task manager with the game running I saw it using a ton of RAM and CPU and absolutely nothing on the GPU. Could just be a me issue but worth noting either way. Also, while using a controller in the shop, if you have the cursor on the shopkeepers side, exit the screen and open the inventory, the cursor's gone.
Otherwise another kino supremo update from the big man Osur himself.

Developer(+1)

> exit the screen and open the inventory, the cursor's gone.

good catch

>fans spinning

the game is horribly optimized. i should get on that.....


thank you!!

Submitted(+1)

Nice progress! The tooltips are rad!
I noticed the audio settings not being right: in the main menu both master and music were at something like 15%, while ingame it was set to 0. Audio obviously wasnt at 0, so the menu seems to just not load the set volume. The shop music was also way louder than the default background music, not sure if intended.
Did a run as Corinne, but didn't find the end (i guess). Found the shop, flamethrower and the 2 special shotguns Big Bertha and the Repeater. Was running in circles there until i gave up. I hope something like a minimap is coming?
The blood splats on the character are really cool and the new cyborg enemies are pretty cool too. I wonder how healing will work if it comes up later on.

Keep it up, games gonna be good.

Developer (1 edit) (+1)

after the big room (with the tok ads) , the north-east has a hallway that leads to a T junction, then a cafeteria area

minimap eventually...


thank you for playing!!

Submitted(+1)

It's looking very promising!
I did two runs, one with each girl. On my first run I missed the first weapon shop so I played only with the silenced pistol and the flamethrower you find mid-way through the level, I used all my ammo in that run so once I got to that button that opens the last door I started over with the other girl (the brunette). In this run I did find the shop and it was much different, I got to the end and got to try the minigun as well.
I don't really have much feedback since it is a work in progress, I did miss a melee option since I used all my ammo on my first run. The blood splatter looks awesome and the designs overall look pretty cool.
Great job osur! Let me know if you need help with more testing or something else.

Submitted(+1)

Love the aesthetics, love the gameplay, love the shotgun, love the character design. Metal-gear-half-life-1-system-shock vibes. I assume there will be more enemy variety and scenario based combat in the future.