A dungeon-shooter inspired by the games Hexen and Doom, among others. This is a demo that contains one hub and two dungeons. The objective is to complete the dungeon by reaching the exit, which appears once the player has collected the key. Treasure Chests can contain nothing, a worthless '100 points', a life or a landmine. Collecting Coins also gives a '100 points'. Picking up the Speed Boots in Dungeon II makes you move faster.
There are two enemy types so far, as well as a spawner/nest, eggs and spike traps. The setting for this game is similar to Doom, with technology and demonic elements. Props include sliding doors and computer desks, with enemy monsters such as floating eyeballs.
Enemies & Hazards:
Floating Eyeball - Unpredictable movement pattern. Takes one life upon contact.
Eyeball Nest - Spawns eyeball demons if you're nearby.
Spider - Heads towards you if you're nearby. These don't slow down if you shoot them (but they do die, of course).
Spider Eggs - Hatch spiders when you get too close.
Metal Heads - Metal circular enemies. Slow, and not much of a threat. However, they are almost invulnerable, and your bullets will only slow them a little.
Spike Traps - They're harmless when the spike isn't showing, but touch it when it's out and you'll lose a life. Timing is everything.
This relies on the save file it creates (doomsave), so keep it in the same directory and don't delete it, or you'll get an error if you get horribly mutilated to death.
Made with GM5, 830Kb (zipped)
WASD to Move
Arrow Keys to Shoot (Smash TV-style)
E to place a Landmine
Space to use Portals and Savepoints
By the way, I HATE mouse aiming except for when it is needed (Quake II deathmatches ^^). I have the controls as I have them because I own a gamepad. I can just map the controls to any buttons I want on my controller and be happy while I sit back on my sofa, not having to reach for the mouse
Edited by EliteBeatAgent, 31 July 2008 - 03:43 PM.