Portal Shutdown
A downloadable game for Windows, macOS, and Linux
Download NowName your own price
Controls:
[1] - Hammer
[2] - Riffle
WASD - Move
Mouse - Rotate / Aim
Left Mouse Button - Fire/Hit
You have one goal: Try to get the bomb to the portal and destroy it. Therefore you've 2 weapons: Hammer and Rifle.
In order to get the bomb to the portal you've to be close in its radius.
But be aware of the enemy robots. You have to deal enough damage in order to break them.
And yes. Break != Kill. After a couple of seconds robots will reactive themself.
This game is using from the awesome music loop bundle and was created for game jam.
This is my very first fps and I hope you will have some fun with it :-)
Status | Released |
Platforms | Windows, macOS, Linux |
Author | Tomate Salat |
Genre | Shooter |
Made with | Unity |
Tags | First-Person |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Download NowName your own price
Click download now to get access to the following files:
Portal Shutdown (Mac) 64 MB
Portal Shutdown (Linux) 74 MB
Portal Shutdown (Win) 55 MB
Comments
Log in with itch.io to leave a comment.
This was actually pretty fun. I'm not sure if I got the winning screen or not it may just reset. But after I got the blimp bomb thing to the portal I was still able to take damage which caused me to die I think before I got the ending. Also without a ammo restriction there is really no reason to not be holding left click. One last thing you should've used a mesh collider instead of a box I'm assuming on the blimp bomb because the balls that come out of the gun can't come out while near the blimp bomb. Overall pretty cool idea sort of interesting whenever your given the Portal theme and this is what you made from the theme. Since it's your first FPS I would say pretty good. For the future look into ray hitting for the gun instead of relying on balls to hit things.
Thank you very much for the feedback. Afair most of the player scripts become disabled after you won. So I hope that you could've seen the full sequence. But because I was really in a hurry I also would expect some bugs.
When I started the game I actually wanted to put a restriction on ammo but I completely underestimated the FPS-Controller ^^. I think I nearly spend half of my time to get the controller at least somehow there where I wanted it. To share a little bit my journey:
In between there were ofc somer other obstacles. Well - the good thing is: I learned a lot. But in that time I really wondered how other games did it. And if they really use bullets or only raycasts. When I played Overwatch in the evening and saw that there it is really looking like I want to have it - I felt very jealous ^^. I actually started shooting walls just because I wanted to discover a hint how they did it. Even after I've implemented the raycast-thing I still wasn't sure.
Regarding your mesh collider: I also thought about it - but decided against it. Cause the shape is very easy. And in my case the mesh collider wouldn't have helped. The problem is that bullets disappear on collision. But you are right with the damage-on-ray-hit. (The player might wouldn't notice if the bullet disappears a little to early).