Good gameplay concept I guess but the fuck is up with these Metal Slug graphics, what an awful combination oh my gerd
Hi everyone. I'm the graphic guy of this game. The game is in very early alpha but we do appreciate feedback. Regarding some of the concerns about this game: This is a small game with a lot of limitations. We do not aspire to make another Quake or Blood. Such games are beyond our current capacity and experience. This is why the levels are flat and we use sprites instead of 3d models. We know our limits so we're making a game that we are actually able to finish. It's possible that with the experience we gain from this project we will be able to create something more ambitious next time. Looking back I guess that saying this game is inspired by Quake and Blood was a poor choice of words, as it implied we are making a game of a similar caliber. That's on us.
As for the art style, it had to be both simple and time efficient to produce. And since it's a simple game, simple pixel art was the perfect choice. Altough I do my best to make it look decent. It's the first pixel art project I took, so I had to learn many things on the fly. It was not my goal to mimick any existing game or style. This is why this game does look different than other doom clones. We never wanted to recreate a game from the past. We are making our own game using some of the design templates and inspirations from existing games. We have specifically chosen the comodore palette so this game would look different. And because it fits the dark and gloomy themes that we want to convey. And I always wanted to use this color set for a game. I agree that it's a very specific art style. You have to be into that sort of thing to enjoy it.
Oh and I was 10 when Hexen came out![]()
I have completely changed my mind after trying this game. This is a fantastic little game.
Every weapon feels fantastic. When enemies die it feels very satisfying. The music is great. The style is great. Magic, guns and cybernetics. This game has some of the best foley effects I have ever heard. Incredible. Boss fights are hard. This game is like a mix of Blood, Hexen and RPG elements on top.
Difficult-y Delivery
Alright. “following weeks” turned into “months” and we went underground to make sure the next time we wrote something was precisely when announcing the new patch. Which in hindsight wasn’t the best idea as this resulted in the longest spell of silence on our end.
After last patch we began working on three things at the same time – a new, reworked demo that we showed during ’19 PAX East (and one that will be available at a later date), a new batch of fixes including the oft requested new difficulty level, and a bunch of new cosmetic features for the game that coalesced into something more substantial.
Unfortunately this all happened at the same time and we did not choose the juggling order. Or perhaps choose it poorly, as the work on each started before the previous task was finished. As you realise Buckshot is actually one man army programming wise and this proved to be too much.
In short – we planned poorly, work started on all three, eventually so did the Q&A and this amounted to a torrent of things that needed to be incorporated at the same time. Which lead to cycles of bug squashing, resubmitting and reworking things that seemed to never end. Until yesterday.
So: The patch is launching today.
The demo should be available in June.
The cosmetic coalescence – a bit after that.
Without further ado:
v1.0.1.0 Changelog
Features
Improvements
- Added new difficulty level
Bugs
- Balanced the starting area of E1M1
- Balanced the after-elevator-area in E1M1 after getting the yellow key
- Improved the hitbox of Ceiling Decorations in Medieval setting
- Improved the hitbox of the Street Lamps in Industrial setting
- Adjusted the time before "press any key" is activated after a level is finished
- Adjusted thorn bushes in Cemetery to better show its damage state and to minimize confusion
- Adjusted font size in difficulty description window
- Changed the Hardcore Difficulty icon in Difficulty menu to fit the achievements icon
- Fixed a bug where CRT shader settings would not save between the levels
- Fixed a bug where look would not work on a gamepad
- Fixed a bug where the player could not view the stages info in the roadmap with the controller
- Fixed a bug where the player could not buy perks with the controller
- Fixed a bug where the player could not select pause menu options after death
- Fixed a bug where "Controls" title would not be translated to other languages in main menu
- Fixed a bug where value for "Curve" in CRT Shader would not display properly
- Fixed a bug where it was possible to bring up the Main Menu while loading the game
- Fixed an exploit where enemies could boost the player up to skip the red key in E2M1
- Fixed a bug where enemies could not enter the tunnel in E2M1
- Fixed a bug where the game would render unresponsive due to pause menu when alt+tabbing the game in the pre-mission screen
- Fixed a small texture flicker in E5M9
- Fixed a bug where player score would not be properly displayed at intermission screen
- Fixed a bug where grave decorations that are not destroyable would have collision with the player
- Fixed texture flicker in E5M1 for the secret doors
- Fixed a misplaced wall texture in E1M2
- Fixed missing wall textures in E5M2
- Fixed a bug where gallery tab would not close the previously opened art on pressing the "esc" button
- Fixed the missing minimap in E5M11
- Fixed a bug where camera would clip through lava in E5M11
- Removed redundant double "You Died" message on death
- Fixed a bug where the minigun turret would not attack the evil seal
- Fixed a visual bug where the firelance would not display the VFX correctly when aimed to the sky
- Fixed an UI selection bug for the confirmation window when buying upgrades
- Fixed various blockers where the player would not be able to get out of a room when the player got over the wall through collision exploits in E5
- Fixed a bug where the evil seal would not be visible from its other side
- Fixed a bug where player would be moved up upon collision with enemies
More shit for the shitheads.retro inspired FPS
1. Game is definitely too dark. I have to hold Mouse 2 constantly to keep the Light spell up (instead of shooting), because I don't see where I'm going. Please consider giving Light spell a duration or adding a new perk to make it constant.
2. Holy Guard spell darkens the screen. Is this really necessary? Most levels are already pretty dark. Perhaps you could make the effect more subtle and less obtrusive. It's hard to see clearly with Holy Guard up.
3. Please consider making ammo visible in the weapons HUD. This is so we could have a sense of which weapon is usable without guessing. In tough situations cycling weapons can be costly, let alone at higher difficulties. Here is an example I made quickly: https://i.imgur.com/a3geJzC.jpg.
4. I hope you won't remove head bobbing. Instead, make the head bobbing optional. I understand some players are experiencing motion sickness, but some of us like it because it reminds us of classic games like Doom. There is already a strong spirit of optionality in the game.
EDIT:
5. Soul Collector perk is a waste of points. Not only do mana droplets disappear after 1s, they also provide a measly amount (1 point). When using ranged weapons it's impossible to pick them up in time. Either make them give more mana (and disappear quickly) or just make them persist for longer.
Just finished it. I liked it better than Amid Evil. Very cleverly designed little game. Basically my only complaints are (from the GOG forums):
Did they fix the mediocre level design in the first levels
the useless upgrade system, the magic system, and the soundtrack?
Demo dropping, cheats coming
Hi everybody!
Two things today.
First of all we released the demo that is a tweaked version of one of the Arctic levels. It has an extra helping of weapons that aren’t usually found on this particular level to give a better way taste of things to come in the full game. Which is handily available on this very steam page for everyone who would like to get their hands on the real deal.
Plus the demo level’s snowy setting is to balance out the HUGE SCORCHING BALL OF SUN that is still bbqing us outside.
Second thing we’re dropping today is the official Project Warlock codes. This wouldn’t have been a proper tribute to the games of old without some additional commands you could input to get some of those spells, weapons and keys, would it now?
You enter the codes by punching them in on the keyboard during the game:
- ihet - weapons, ammo, keys, 1 upgrade point, 1 stats point, refills health and mana pools
- ihtk - keys
- ihats - all the spells
- gotoeXmYY - teleports the player to a set level, where X stands for the episode (where X is a number from 1-5), and where YY stands for the map number (where YY can be any number between 01-12, with level five going up to 11 only)