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Enemies absolutely need to make noise when seeing you, firing and dying. It's too easy to be taking damage from an enemy across the room you can barely see and have no idea where it is. Also the fact that enemies don't get stunned when you shoot them means there is no way to avoid taking damage. The level design makes up for this with health packs, but it really doesn't feel good. Also the enemies could use a bit more variety. Just having "bot who stands there and shoots you" but sometimes with more health, doesn't really make for interesting encounters, throw in a melee enemy, or projectile based enemy.


Anyway. I don't mean to be too harsh, the actual level's flow well with pretty good enemy, weapon and ammo placement. Actually shooting feels ok (would be better if enemies gave you more feedback!) and the guns sound nice...

(+1)

I like it, good fun, guns feel surprisingly good. Some audio feedback for enemies firing/getting hurt would be nice, but that's it.

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What the hell ! It's brutal ! <3

I love it and completely agree with 333%.
This Wolfeinstein3D / Doom-like clone.

The musics and sounds are excellent.
The graphics, textures and sprites are cool.
And in addition, there is a level editor to create these own maps!
Except that I absolutely cannot find a way to put the exit door at the end of the level.

Next step to reach 666%.

Allow to have a console with commands? (Cheat codes, etc)
Secret doors? Switches, keys, more weapons ... What else?
In short, a replica as we like them with a personal touch of course.

Very nice work !

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Thank you for you comment!

Yes, there is a bug with level end position. I forgot to make default end position when map editor starts, and so exit is not exist and you can't change place where exit should be.

You can fix this if you save your map (it will be in  maps/ folder ) , open file with text editor and add this line

endlevel:position="3,3":

after player:position=

Now exit will appear. It's just position that tells which wall is intractable and act as exit, so it could be any wall you want, not just with blue texture as i did in my levels.


After a while I will improve the engine. I really want to make things you mentioned and also some graphical features like lightmaps or dynamic light sources, sky texture, particles, enemy destruction not drawn in sprite but multiple different sprites scattered across the map.

I want to get the most out of the raycast engine)) And i hope my next project will be more complex engine actually like DOOM engine or BUILD