Endless Arena is a mysterious place full of AngryGuys™ who really want to kill you. The will keep spawning, forever and forever, and the more you kill them, the faster they spawn. How long can you survive?
This game took me about 36h or so to make. It was a fun but really taxing project. I know it fits the theme a bit vaguely, but I really wanted to create an FPS so that's why I did this.
So what's "Always growing" in this? The number of enemies keeps growing and the more you kill them, the faster they spawn. This should become really chaotic after some time of gameplay.
I really hope you enjoy the game!
How to play:
Mouse -look and shoot
Scroll wheel or number keys 1 2 3 -Switch weapon
Alt+f4 -quit game
Run around the map collecting pickups and avoid going too close to the enemies, or they'll shoot you.
There are three weapons: Rifle, shotgun and rocket launcher. Rifle is good for sniping, shotgun does a lot of damage, rocket launcher is good for trying to kill bigger crowds of enemies.
The game has bunnyhopping and walljumping: You have to jump the moment you hit the ground to gain more speed. There's no upper cap, so you can go super fast, and the enemies can't hit you that well if you go faster. Walljumping works by going against wall and jumping in air. You can walljump three times before falling down.
Protip: Bunnyhopping makes the enemy chance to hit you lower! Keep jumping!
Every ten kills you get, the spawning rate gets faster. The fastest it can get is spawning a new enemy every 0,5 seconds. It should get chaotic rather quick!
List of assets:
I made everything else from scratch or help with some tools like Gimp etc. About animations, I can't animate anything at all so I just resorted getting the enemy animations from Mixamo. Hopefully this doesn't disqualify me from the competetion.
Ok, where do I begin…
This game is the most fun entry I've played in this jam by far.
I absolutely love the movement, the bhopping is insanely fun. I probably spent 80% of my time playing just hopping around extremely fast taking the occasional pot shot at people.
My strategy was shoot some people while I build speed then bhop really fast when I was low health and gather powerups.
I killed myself with rockets like 80% of my deaths…
I think its hard to tell when you're getting shot/hit by enemies and it would be cool for some flashy effects/pop ups when you get kills (like double kill, triple kill etc).
But like I said, my favourite game, it's hard to put into words but this game is just… FUN.
Although I love the super fast hops I think there maybe should be a cap on speed somewhere. It gets too much and then you have to stop and start over.
I think you designed the level really well to match the movement mechanics and it is fun to hop around.
Well done on your submission, you should be proud!
My swear I can aim batter when I'm not hurtling through the air. Bunnyhopping was a lot easier when I realized you could hold down space, and it made the game really fun! The controls felt great, and I don't think the difficulty was too bad because I realized where the health packs spawn and could do circuits to pick them up.
The weapons felt good, and had nice trade offs. The assault rifle was great at killing enemies, but was almost impossible to aim when at full speed, The shotgun was really powerful, but tricky to use, and the rocket launcher was great when going really fast, but is really dangerous.
I appreciate the little things like some of the finer Unity-specific things. I appreciate that the only quality setting was named Potato. The use of probuilder was great for this kind of map design; when I was first using the tool I was thinking that it is great for skate parks and Quake maps, both of which you kind of did.
I love how you are using the theme for multiple purposes, both the escalating rediculousness of the speeds you can go at as well as spawn rate of the enemies.
Great entry, and tons of fun! I might come back to try my hand at the leaderboard if theres some competition!
The movement in this is amazing. I love the preservation of momentum even when i bump into things, in this way the game is actually quite forgiving. However, the combat is less forgiving ;). Enemies are hard to hit if you're in motion but it makes every kill feel like an achievement, except of course when you kill yourself with a misplaced rocket. An interesting environment that I feel would have supported a few flying enemies too, it'd be cool to have to build up some speed and walljump to get close enough to take out some flying baddies with that shotgun. Also I feel like you could reduce the enemy health to around 20% of what they currently have and make the game more accessible and satisfying (for me at least). Great work! How are the enemies following the player, are they using navmesh?
@voxel, the enemies just use simple navmesh I didn't have much time to modify. And yeah, I do agree that the enemy health could be lower and I wanted to add more enemy types, but I wanted to sleep too.. : D
Thanks for the feedback, I will take everything I've learned from making this game to my bigger FPS project I've been doing for some time now!
Movement feels great and zooming around the level once you've got enough speed going is super satisfying. It's also pretty forgiving, which is nice as it means you can bump into walls and run for a few frames without jumping and still keep your speed, leading to less fun-killing slowdown. The combat isn't as good though. Enemies have too much health which really counteracts the spirit of the game. The rifle is almost pointless because of it's low damage, the rocket launcher doesn't feel like it has a big enough AOE, and the shotgun could be way more satisfying by making it instant kill enemies at close to close-mid range, which would make those perfect mid-air shots feel better. Overall fun game despite a few balance issues IMO.
I like the graphics of your game, and the movement is very fun as well once you figure out bunnyhopping. The enemies are a bit too accurate though and at first I wasn't too sure when i was getting hit or not.
Bunny hoping makes you get hit less though but it also makes it a lot harder to kill enemies if you aren't using the rocket launcher. The weapons are fun though they feel a bit weak at times. And the blast radius on the rocket laucher feels a tad bit too small.
Some kind of damage indicator could have been nice other than the sound.
Other than that it's a good game!
If you get height enauf your invincible enemy cant sems to be able to shout in the y axis.
Also i dont whant to be meain but personaly i dont think it fit in the theme at all.
Overall, it is still a 3d FPS and that already something great. but again, I prefer AAA for gaps and don't see why I should play this game over the already extended high-quality AAA fps title on the market?
Yet that's just my personal opinion concerning the game ;)
Forget about shooting. Bunnyhopping and jumping is too fun. At some point I stopped shooting and just kept collecting unlimited health spawns until I got bored. Had a fun. If I made a game based on this, I would like to make the player's body constantly growing so it doesn't eventually fit the narrow corridor.
I am terrible at FPS but I liked the art style and I didn't live enough to really "feel" the growing mechanic. This is not your issue though, it is mine :)
the movement felt great, I also died a lot and was bad so I can confirm you made a good FPS
@Baconinvader Thank you for the feedback! I was trying to make the weaponry as balanced as possible, but it's clear I didn't have enough time for testing them out in multiple situations, so I totally get your point. I'm very glad you liked the movement system though.
@Tehsplatt I love old school FPS too, Quake is very close to my heart so I took some influence from that. Glad you liked the game and visuals, I tried to make a palette that I would follow, instead of throwing random colors around.
@ibotje I agree with the damage indicator and the rocket blast radius. Like I said earlier here, I didn't have much time for testing, so I just hoped for the best. I tried to add the "Ow!" sound effect to indicate when you get hit, but it's clearly not enough. Glad you liked it anyway!
@Lazorlord Yeah, I realised afterwards that I shouldn't have put weapon pickups in some places. Also, I understand prefering AAA games to mine, but I'm not sure if it's very fair to compare projects that are backed by thousands of developers and millions of dollars with years of development time, against mine that was made under 36h, solo, with budget that allowed me to only buy a bag of potatochips. ;)
@euske I was thinking of how to implement more growing elements, I was actually thinking that the size of the map would grow into something huge, but I then settled with this instead. Glad you enjoyed the bunnyhopping mechanic, I'm happy that I got something right :'D
@Tigerj Thank you for trying the game anyway, even if it wasn't your thing! If you want to see how bunnyhopping looks like, the itch.io page has a video where I recorded a bit of gameplay. I created it like this because I love games like Quake where bunnyhopping is essential, especially multiplayer. :)
I dropped you a follow on Twitch, thanks again for playing.
Like playing Quake III with a low resolution. Well, it's not quite up to that standard, yet.
The infinite acceleration is a neat, thematic idea, but gave me a headache in the end. Actually booted up Q3 (in 640x480) to check that I wasn't just going soft. Nope, still got it. Excessive speed just isn't good for my noggin. (Don't take that out of context!)
@Baconinvader pretty much sums up what I have to say on the weapons, so no need to reiterate.
Not quite sure about the solo competition rules. You are supposed to
make all your audio assets during the event. However, you are allowed to use: Any existing sounds for SFX…
So ah, not make all assets during the event? I wouldn't sweat it.
Talking of assets. The visuals are brown and gnarly, as befits the inspiration, but they are still brown and gnarly… One extra point for nostalgia though. The sounds get no extra points. They are adequate, nothing more.
Lastly, originality… There aren't enough shooters in the vein of Quake, a few points for that. Still pretty unimaginative stuff.
Good effort, solid project. Could be more exciting, original and colorful maybe?
Overall: Average (5)
Graphics: Above Average (6)
Audio: Average (5)
Gameplay: Above Average (6)
Originality: Bad (3)
Theme: Good (7)
Really great aesthetic. I basically have the same complaints about the enemy accuracy as everybody else, and there's also a lack of indication that they're attacking. Enemies with slow, visible projectiles might have been better, to create a sort of bullet hell approach. Some visual feedback when you're hit would have been good as well - I initially thought the sound of me beeing shot was just the enemies grunting or something!
The acceleration from jumping feels really cool, but I'm not sure it really fits in a game where you have to aim carefully at the people you are jumping around. You should definitely take a mechanic like that to a game with levels and enemies more suited to it though.
I'm also not sure about the take on the theme - increasing numbers of enemies is kind of a standard thing in games.
Good effort overall, we definitely need more old-school FPSs