A downloadable game for Windows, macOS, and Linux

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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 :-)

StatusReleased
PlatformsWindows, macOS, Linux
AuthorTomate Salat
GenreShooter
Made withUnity
TagsFirst-Person
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

Download

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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

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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:

  1. At first I thought it would be easy. Just place the weapon. Then I saw: weapons can clip through objects. Not good.
  2. Adding a second camera which is only rendering the weapon. I thought: "you can put the weapon anywhere - bullets will spawn in front of the player". So I putted it under the world until I noticed: it doesn't receive any shadows. So lets put it back to the player
  3. Spawning bullets in front of the player and just shoot forward sounds like a really good idea. Cause aiming feels like what the player expects. But it never fits to the angle of the weapon. But for some reason I wanted to have bullets and wanted to stick with it
  4. Using Raycast to detect targets in front of you and spawn bullets from the weapon. Using the information from raycast to tell the bullets to fly there. I think that is actually the trick

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).