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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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The submission period of this jam has not ended yet. Rating opens 2026-11-01 06:16:38.
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Comments
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!
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
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.
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
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.
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.
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.
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.
i tried something with the bots legs with this latest update. lemme know how you think it looks like, should you try it out.
I'll try it at the first opportunity.
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.