A downloadable game for Windows

Download NowName your own price

This is a simple demo for a silly vanquish inspired third person shooter. 

As of right now it only contains a basic test map with some punching bag targets along with 5 weapons: a throwable staff, a machine gun, a shotgun, a grenade launcher and a rail gun.

Graphics and animations are not final.

Some very important things are missing from the demo such as enemy surfing but I plan on adding that later as well as some actual levels/AI to fight against.

PLEASE USE A MOUSE AND KEYBOARD. GAMEPADS WILL BE SUPPORTED BUT I CAN'T BE ASSED RIGHT NOW.

CONTROLS:

Call Staff - [E]

Kick - [F]

Jump - [Space Bar]

Roll/Dive - [Shift]

Slide - [C]

Zoom Kick- [C] (While in Air)

Use Pole Swings and Staff - [Q]

Kick Aim - Hold [F]

Tag Enemies/Objects - [R] or [SPACE BAR] when using bullet time

Climb Ledges - Hold [SPACE BAR] 

Swing - Hold [SPACE BAR]

Menu Options - [ESC]

number keys #1 - #5 or the mouse wheel to select weapons

Thank you to kbeatz for the music tracks!!

Also thanks for the creator of Texture Town!

https://textures.neocities.org/

StatusIn development
PlatformsWindows
Rating
Rated 4.7 out of 5 stars
(6 total ratings)
Authorroot pilot
GenreAction
Tags3D, 3D Platformer, Fast-Paced, Low-poly, Third-Person Shooter

Download

Download NowName your own price

Click download now to get access to the following files:

G_C Prototype.zip 83 MB

Comments

Log in with itch.io to leave a comment.

This is awesome! Please continue work on it when you can!

I don't know how I had so much fun playing this demo, I love this please keep cooking... also breakcore!!!

this is fucking amazing

I can't believe I'm finally playing the demo, absolutely enjoying this game so much, it reminds me so much of Vanquish, a childhood game of mine so close to the heart. I wanna play this game way more!! Thank u rootpilot ur doing god's work fr.

WOW awesome game one thing I really want that you can take or leave, can you make tagging work like lock on in zelda games and all your punch attacks atomaticly center and push you towards it otherwise its perfect.

freaking epic... wow

Looks great

If you continue to work on it and make it a Fully Fledged game you'll probably make like 1 million at least so try to finish it

oh my god i couldnt figure out the bullet time but once i did everything clicked.. feels amazing to play cant wait to see what type of levels you make with this please dont abandon this project it has too much potential!

(+1)

nice 

(2 edits) (+1)

Okay. The mechanics are absolutely amazing in their current state. Well done.

I never played Vanquish before but holy frik, after playing this I want to make something like it lol

No real complaints apart from what everyone else said in the below comments, however I found a bug. I'm guessing you're shooting a raycast from the camera's position ?

If I may give a suggestion, maybe offset the origin position from where you're shooting the raycast so that this doesn't happen ?

Also I think kills should re-fill your stamina bar to incentivise continuous movement, because it was a little annoying to wait for the bar to have to re-fill before I could do anything

But otherwise, the game plays smoother than butter. Amazing job

Would be happy to see your take on the vanquish-like! And yes I definitely need to fix the bullet instantiation good catch.

I've been following you on twitter for a while now and although I haven't used the app in over a year I still check in periodically to see what updates you've made on the game. Was so excited to see you released a demo and I've been having heaps of fun with it! So keen for a full release, keep up the good work!! 

Congrats on releasing a demo!!! it's been fun to watch the project evolve on twitter.

Some feedback:

  • it's a little frustrating to leave a grind and not keep my momentum as I jump off. maybe you can add some way to separate player controlled and uncontrolled forces so you can carry that launch momentum and combine it with player intended control
  • the camera behaviour felt inconsistent between different states. some of this was the very high sensitivity (which I couldn't figure out how to change), but staff sitting, swimming, and grapple swinging cameras all felt pretty different and jarring
  • there's a lot of inputs! I felt overwhelmed and had trouble remembering all the keys. I wonder if you could overload fewer buttons with more context specific interactions
  • I wonder if mounting the staff and entering pole swing could be automatic when you get close rather than hitting Q
  • I found I could get up any wall by spamming spacebar at the right cadence
  • the freshest piece seemed to be using the staff, finding spots it could stick in the ground and walls, and figuring out how to use that
  • the guns felt good to use but seemed pretty overpowered. I wonder if you're planning on having ammo. A less common technique that might be cool is to make each gun only fire one or a few bullets (thinking of the uzi) and then break so you're more desperately scrounging for stuff. Might create some interesting choices to limit you to carrying one gun at a time and staff being your 'nothing carried' state.
  • seems like you have plenty of mechanics to start making some levels! working on a similarly mechanically dense game I think that process will show you a lot about what the best parts of the moveset are and where you need to pick constraints. we weren't really making forward progress until we started prioritizing completing real levels
  • I'm excited to see how the world and story combine with the mechanics set. Goblins are such a good match with the grunge-y aesthetics

Thanks for the feedback Chris! Will definitely refer back to this. Much to think about!

(1 edit)

as a suggestion, use the right mouse button for the movement tech. i dont really think you need aim on sights in this game.
it would be interesting to have a parry of some sort, maybe w the F key

when you say "aim on sights" are you talking about strafing while running around?

lol pardon my shitty english. exactly, i think a max payne style of run and gun would be more interesting.

Tested on linux via Lutris, works fine, frames chug a bit but im literally playing on a toaster. Throwing the staff on the walls you can run along sometimes completely borks the lighting for a few seconds. Overall movement is fun,
kicking and jugglling dudes in the air is VERY fun.

feels weird that attack is bound to F instead of left mouse, but i guess left mouse is for aiming the staff throws? Dunno it felt kinda off till i got used to it.

Great so far, very promising.

Thanks! Appreciate the feedback. When you mention the lighting being messed up does the screen suddenly turn white?

(1 edit)

Ill try to get a screen shot tomorrow if I remember. Turn white is close enough, brightness goes up very fast until there's only an orange smear from the wall and white everywhere else. Later I found it wasn't 100% consistent to reproduce but definitely was connected to throwing the staff at the orange walls. But yeah, the game feels super fun so far, especially the gun that lets you place grindrails, you could make an entire game based just on that.
Edit: and of course as some universal laws demands, i have been completely unable to reproduce the glitch today. Well. bummer.

AMAZING GAME! Had lots of fun playing it. I recommend this game. 





Creator Note- I would recommend bringing the default sensitivity down to 1.0

Thanks for playing!

No problem would love to see more updates in the future :D