Meds of Honor

In a dangerous world full of enemies without guns... there is only one hope. Control The Medic, the only one that can use the famous FPS medkits with incredible abilities, such as enemy health overdose... and there might be a chance to save the world.
Meds of Honor is a FPS puzzle with voxel and pixel aesthetics. We wanted to remember and pay tribute to the old FPS games that have entertained us for so many hours, as Doom, Half Life and Quake, among others... and of course, their health system.
CONTROLS
- AWSD Move
- MOUSE Look
- E Interact/Take
- LEFT MOUSE Throw Medkits
A game by Team Bug Happens:
- Programming by Sergio Martinez https://twitter.com/anidealgift
- Design by Pedro Fuentes https://twitter.com/__pedrofuentes
- Art by Sergio Martinez and Pedro Fuentes
Thank you for playing!
Making of "Meds of Honor"
- Part I: The visuals
- Part II: The evolution of the game




Comments28
After falling the lava and dying instantly after a lot of work feeding all the zombies, I really had enough. I think it was too easy to fall in without any way to get out again and being punished to do all the work again.
I liked the doom switch sprite reference, though :) Nice touch
Super good job to you both!
This game idea is hilarious. Killing enemies by overhealing them is a funny concept. I kind of wish I could heal myself with the medkits I was grabbing though. Unless I missed something, I often found myself getting softlocked out of a level because I didn't have enough medkits to progress, and I didn't have enough health to buy them (especially the big vending machine ones)
Other than that though, I had a lot of fun with this one. Really captures that old-school Doom aesthetic too, nice job!
1 - Mechanics and Learning:
The combat part seemed intuitive and functional. The exploration part of the environment proved to be a little complicated at times (to the example of completing the second stage).
2 - Flow:
There is a balance between the challenge that the creatures present and the development of the player's abilities (then the flow is balanced for the creatures, the second stage example where a creature needs two blows to be defeated). Walking through the stage ended up being anguish, because I had to repeat the second stage many times (without success).
3 - Narrative and Polishment:
The narrative did not perform at the stages I played (it may not be the focus or it has not come within the scope of the jam version); I was totally lost as to how a narrative could be introduced (maybe I played more games today, hahahahah). The graph polishment was very good.
4 - Culture:
The game brings a lot of old games, which can please the audience of classic games; with due publicity work this can garner a good community of players.
5 - Monetization:
I believe that the game could be sold entirely on Steam (with proper polishment and deepening).