This game is a pretty simple and fun multiplayer rogue-like/exploration game, you are a robot exploring the dark corridors of an abandoned facility seeking treasure long forgotten. But beware! Ancient, terrible foes are waiting for you, and the more doors you breach, the more you feel healthy and the more treasure you carry, the worse it is for you!
Controls:
W A S D = Player movement
Mouse = Player rotation
Mouse Click = Shoot/Punch
Features:
-Single player or Cooperative for 4 players via direct ip connection
-Carrying more treasure means less speed
-Having more health means less field of view
-Every door you breach, enemy spawns in the rooms you already cleared
-At gameover you can select a card spending treasure for a chance to get new weapons
Hey, I played the game for a bit. It seems quite fun and I'm a fan of shrinking the players viewcone, however I seemed to not be able to make the attack work and got slaughtered by demons after opening my first door.
This felt so complete and consistent. Graphics and music were great. The chest opening progress bar was awesome. I had a little trouble activating the ready button, and some slow down when attacking, but otherwise quite polished. Well done!
Loved it, awesome visuals, graphics, sounds and design. I wish the gameplay was a little more intuitive on how to attack the enemies. A way to drop the carrying treasure (or self-lose health) and restore your view-range would be a nice thing too. Overall, fantastic experience, theme was carried through as well. Awesome job.
As a fellow developer I got something to ask, how did you achieve that Teleglitch-like graphic effect of walls blocking your view? I'm working on an isometric-view rogue-like and I gave up on achieving that effect but now I see it done in 3 days.
I didn't really "get it" at first, I was wondering why all I had was a punch then I realized the whole point was to die and restart and get different weapons and all that.
It's a neat concept, a good take on the theme, but I do feel like the weapon balance is completely broken (I can fire about as fast as I can click with a shotgun, which just kills all of the things), and some enemy variety would have been nice. But I personally know how challenging it is to make a multiplayer game in during a LD, so all props to ya.
Nice aesthetics! Having a different kind of weapon each time I play makes gameplay feel slightly changed, good work. The theme was really adjusted with the topic of this Ludum Dare so congratulations, loved the shopping system.
@wolfo hey there, thanks for the feedback and im glad you enjoyed it. It is a combination of 2 shaders, which to be honest needs far more work on them, for example some decals or even shadows had issues being shown, so the game does not actually have shadows (maybe its a plus) basically -
The whole world has a shader on it's materials that writes into the stencil buffer, then another shader which reads the buffer and displays it, so you can have a flat plane or whatever mesh with the "reader" stencil and it would be as if a"portal" showing any and all objects that WRITE into the buffer. Now the outline itself, you just make a script that shoots out raycasts and you check what you hit VS what you down for a given range, and from that information just create a mesh at runtime, give that mesh the "reader" shader and here you go - a field of view in 3d.
If you notice when having a small field of view, it almost seems that it starts from the top/head of the bots, it is because the mesh generates at y 3.5 or something like that, so it shows the walls at least. Hope this helped.
Very nice and good-looking game. Sadly I can't find anybody online, but I've tried it solo and it is a solid game. Very good that you have minimum FOV and player won't be blind if he is so greedy.
I really like the artstyle, it reminds me of STRAFE in some way.
hey, really good game! interesting how you implemented the theme into the fov mechanic. music was amazing! really nice entry. definitely one of the best i've played so far!
@igorsgames yeah, sorry for that, just realized the download key on itch.io was claimable, first time that i use that service, thanks for pointing out, should work now :D
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The visual effects are pretty damn cool though!
As a fellow developer I got something to ask, how did you achieve that Teleglitch-like graphic effect of walls blocking your view? I'm working on an isometric-view rogue-like and I gave up on achieving that effect but now I see it done in 3 days.
It's a neat concept, a good take on the theme, but I do feel like the weapon balance is completely broken (I can fire about as fast as I can click with a shotgun, which just kills all of the things), and some enemy variety would have been nice. But I personally know how challenging it is to make a multiplayer game in during a LD, so all props to ya.
The whole world has a shader on it's materials that writes into the stencil buffer, then another shader which reads the buffer and displays it, so you can have a flat plane or whatever mesh with the "reader" stencil and it would be as if a"portal" showing any and all objects that WRITE into the buffer. Now the outline itself, you just make a script that shoots out raycasts and you check what you hit VS what you down for a given range, and from that information just create a mesh at runtime, give that mesh the "reader" shader and here you go - a field of view in 3d.
If you notice when having a small field of view, it almost seems that it starts from the top/head of the bots, it is because the mesh generates at y 3.5 or something like that, so it shows the walls at least. Hope this helped.
I really like the artstyle, it reminds me of STRAFE in some way.
Anyway, very good job!