Controls

Pickup - E

Drop - Q

Shoot/Use Item - Left Mouse

Reload - R

Pause - esc, p


Credits

- Rowan Byington

- Muhanad Ibrahim

- Dante Holness

- Caden Wescoe


IMPORTANT!

This game is now in beta, if you want to offer feedback, suggestions on where we should take this project, or anything else, don't hesitate to reach out to the following contacts.

Puddle 

----

 puddle.studios (discord)

puddleglumcat@gmail.com (email)


StatusPrototype
PlatformsHTML5, Windows
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorPuddle
GenreShooter
Made withUnity
Tags3D, Atmospheric, Dungeon Crawler, First-Person, Pixel Art, Procedural Generation, Retro, Short, Singleplayer

Download

Download
Mechanical Labyrinth Direct Download 49 MB

Development log

Comments

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(1 edit)

from what I understand this is VERY early in development, and i want to at least put my two cents for ideas and critiques for future iterations.

  • an options feature would definitely help a lot with player accessibility
  • viewmodel animations indicating when you're reloading and feedback/recoil from when you fire gives players some nice feedback
  • your health remains the same between levels which means if you're one hit from death when you go to the next level then that level will most likely be your last
  • dropping your weapon seems to be the least helpful tactic to deploy in a facility full of murderous robots. unless chucking a gun at some poor machine deals last-ditch damage, then i don't really see a point
  • it doesn't really seem like there's spawn protection or an enemy spawn prevention radius around the elevator considering i spawned in a room full of bots that ended my run in a split second, would be best to figure that out as well
  • would be interesting to have an index for any enemies you encounter
  • rooms could not only use some decorating but also some obstacles, like maybe bulletproof glass or an automatic sliding door... although i could be understanding the style wrong.
  • maybe some rooms have alternate objectives to progress rather than just gunning down all enemies?

thankyou for your feedback, this is actually super helpful. i totally agree with the options menu, and the drop and pickup buttons being the same lol, we are currently adding an options menu along with a rebind key option screen, your health does remain the same level to level, this is more or less a rouge-lite, also i think your right the levels def need some decoration, i like the sliding door idea. im confused on the spawn protection as we actually do prevent enemies from spawning near the elevator, although maybe there's a bug in that code. ill check it out. 

Do you have any suggestions for new objectives for levels? we are adding rest levels and shop levels in the next update but other than that we really don't have any ideas. reload animations are a good idea but are sadly beyond the scope of this project (for beta) we are currently pre-alpha.

again thankyou so much for ur feedback its much appreciated 

(2 edits)

well some ideas i had for level objectives are pretty basic, stuff like:

  • find an elevator key
    the elevator key is attached to an enemy. you'll need it in order to leave. if you just go for the key you can skip the level, if you just kill every bot you're guaranteed to get the key (check if player has a key when player is near elevator, unlock elevator)
  • survive for # time
    enemies would continuously spawn throughout the level. you could try to clear out all of the enemies so there's less threats, or just outrun them until the time runs out. (wait # seconds, unlock elevator)
  • survive # waves
    enemies still continue to spawn after the level starts, but instead when all the enemies are killed, more enemies spawn for a new wave. this is a bit of a roadblock objective. (maybe add a slight grace period) (repeat until #, unlock elevator)
  • kill big bot
    instead of the normal enemies, you have to hunt down a more dangerous bot. this can be a souped up enemy or, if there's bosses, a somewhat lite version of a boss you've already defeated in the run. (if big bot killed, unlock elevator)
  • this elevator has reached it's destination
    this is more like a secondary objective, you will need to find the other elevator in order to continue, but also you still need to complete the level's objective

ooo i really like these, ill def implement them ty

I enjoy the idea of quickly and often switching weapons. But personally, the area in which I pick up a weapon could be wider. It feels too tight. In total it's already a fun expierence.

(+1)

ty for your feedback, i definitely agree during playtesting this was really annoying lol

the sensitivity is really high and the character is really fast but very good overall. But im playing on mac though

ty for your feedback, ill work on implementing a settings menu tomorrow