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A jam submission

Kinetic SweepView game page

Tactical roguelite FPS. Twelve rooms. Outnumbered in every one.
Submitted by Redglyph — 25 days, 10 hours before the deadline
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Kinetic Sweep's itch.io page

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The submission period of this jam has not ended yet. Rating opens 2026-11-01 06:16:38.

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Comments

Submitted (1 edit) (+1)

The gunplay feels excellent, especially the impact and recoil!

One suggestion would be to add visible bullet marks on walls. When I miss a shot, I sometimes find it hard to tell where it landed compared to where I was aiming. Seeing the impact point would make that clearer and help me adjust my aim.

I was also impressed by how much tension the game creates with its minimalist visual style!

Submitted (2 edits) (+1)

amassing a really good game in the mountain of ai slop and GODOT i made my game in godot too i like everything about it the only problem i see is if i press cntrl to crouch a few times quickly it gets out i think this might be crome bt that hiders the experience constantly restarting ima keep playing this this is good

EDIT: thay are spawn killing me :( and its when i hold cntrl

Developer

thank you for the feedback. i tried repro-ing the bug you said you got, but i could not repro it. could you give me more details, step by step, please?

as for difficulty and spawn rush, yes, that's a problem with the AI now. I will have to fix it since it's not a good user experience.

I'm on Chrome, but on MacOS and holding Ctrl (external keyboard) doesn't seem to trigger the issue you described.

Submitted (1 edit)

pressing ctrl and w so trying to walk while crouching closes the page in Chrome on windows at least but i think that's a Chrome thing and can be worked around by using c and also are you supposed to be able to switch weapons it has like different weapon types in the corner or are thay somhing elce

Developer

ah, I see. that's a browser limitation. you can also crouch with C. I will add an option in the next updat to have this either "hold to crouch" or "toggle to crouch". thanks for this feedback.

Submitted(+1)

The game's AI is better than me :D (and I'm not exactly bad at FPS games)—I mean that as a compliment. It gave me an *EFT* kind of vibe. The weapon recoil and the feel of the hits are great, too. I realize it's a prototype, but it would be a shame if a game with this kind of feel remained limited to just a deathmatch mode. If I had to criticize one thing, it would be the walking animation; it feels a bit like sliding.

Developer

Thank you for your feedback. Yes, I know it's hard. It was supposed to be hard, but not THIS hard. I barely finished it myself on normal last night.

I'm thinking of working a bit more on the AI to make it not rush things.

And as for animations, it's a prototype. I did not invest that much into animations, i just wanted to have something functional. But point taken, if this project gets more interest, I shall start looking for better models for the bots, instead of what they have now.

Submitted(+1)

If you’ve played EFT, you know there are bots at that difficulty level; I think it’s an acceptable level of challenge. If you establish a good style for the game's future, I think it could be really great. Like I said, I don't think you should waste it on a deathmatch mode.

Developer

i tried something with the bots legs with this latest update. lemme know how you think it looks like, should you try it out.

Submitted

I'll try it at the first opportunity.

Submitted

I really liked the feature where you can pick up weapons from downed bots and the roguelike cards (I'm not sure if those were there before).

I did notice one thing, though—I don't know if it was intentional or a bug: when I die and respawn during a run, the card selection screen doesn't appear when I finish the run; instead, it just proceeds to the next level.