A downloadable game

This a small demo of one level from the game Rupture (in development) Play through E1M1 and fight your way to the end of the level while also exploring a small part of ruptures world. Look around and explore the Nexus(wip) and you may even find a secret.

Rupture is similar to old school 90's shooters but is still looking to be its own thing in the end. Rupture still needs a lot of work but please enjoy this small demo :) !

Controls:

q/e - peek

space - jump

number - weapons

x - prone

ctrl - crouch

v - Projectile shield

b - Umbra hounds

scroll - weapons

Hold space only - climb

Remember this is a work in progress everything is subject to change.

Install instructions

unzip and play

Download

Download
RuptureE1M1.zip 275 MB

Comments

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(+1)

Hey man, I liked playing your demo and took a chance to post some gameplay on my channel. I loved the 90s aesthetics of the game. Unfortunately, I had some problems on jump and there were moments where the game had some bugs related to passages or the character being stuck in one part of the area. Despite that, You have made a good demo. I can't wait for the full version. Kudos to you man!

 

(2 edits)

I think that the game is pretty good, don't know if I finished the demo though (got stuck whenever both of the exits to get back to the spawn was blocked, which weirdly only happened when you took the non-merman route; so, I'm guessing that is the end for the demo)

I wrote about a page length of suggestions/bugs/stuff that happened that I don't know if you want in the game, but I can save all of that for later and just talk about how the game felt.

It felt pretty good, felt a bit too fast walking actually (you can trimp ramps/stairs if you strafe and walk forward, I think that is because you made it too where both give you speed normally instead of halving both of the speed when you press both of the buttons), and I like how crouching seems to make them not notice you as much. Sometimes I tried to swap weapons while prone, and it seemed delayed (and it also seems like you have to swap a gun to a gun and then press H to actually get out your melee, which seems like a bug) I also had to play this game at the lowest settings to get it to play smoothly on my bad laptop along with whenever a prompt appeared it seemed to slow down quite a bit (when I tried to play at higher settings). Some of the audio gets cut off early and is really loud (example, the hound howls nearly jumped my seat the first time I heard it), gets triggered at times it shouldn't (mainly just the shop/treasure door at the hub, you can hit the frame of the door and get the fwoosh sound but don't teleport), or doesn't sound like the correct sound for it (when you pick up health it seems like the protag gets hurt, climbing the vines sound to metallic and not crunchy enough, the grunt of jumping is pretty repetitive (which could be solved by randomizing the pitch a bit))

Having the vines be something you can go through I like (because it can open up secret areas because you could hide stuff behind them), and I feel like it being space is fine, I got pretty used to it the second time I climbed the vines, however what BoJustBo said about jumping late is sadly a tad true, but then I just started jumping earlier and it turned out fine.

Now one thing that I think that you should really look at/work on is the saving system, because it doesn't seem to remember if you killed all the enemies in a room before hand if you are not in that room when you save (example: the top entrance to the merman room, you can shoot the merman and save from the top perch without going in the room, but when you load they are there again, as well as the items! (which I promptly used to not die all the time by save scumming next to them))

The animations, landscape, and art is really nice (however the merman with the trident walk is pretty weird cause it just seems like they are hovering towards you); the enemies being really fast kinda isn't (the big guy with the chain is a lot faster than you would think, being a lumbering giant and all, and the merman are pretty fast fish out of water), but that is probably my inexperience with shooters talking there (I really only play TF2).

But Rupture is quite a lovely game from what I seen, and my offer still stands to set up and run a discord for this game for you if you want (I already done one for the guy who made Sand: A Superfluous Game) cause I luckily still have the time too, and I hope you have a great time adding on to this game!

Sorry it took so long to reply! Most of the stuff that you listed im definitely looking at and tweaking. For the jump and gravity I made a bit better so far.

As for the discord yea man go for it lol its probably best someone else runs it then myself. Im not very good with discord unless im feeling active. I guess its due to anxiety issues.

Lots of negativity coming right up, don't take it the wrong way though. This game looks great and I hope you improve it for the final release.


I loved Crooked Silence and I was really looking forward to ruptured but I gotta be honest with you; those climbing vines at the start of the demo almost made me quit right then and there. They might be the worst functioning ladder I have ever seen in any game I have ever played. You fall right through them unless you stop your momentum at the exact right point which is extremely frustrating. In fact, the whole jump to climb thing feels really bad on normal ladders too. What you'd need to do would be to make the vines solid so you smack into them, and have forward also act as climb so you climb as soon as you touch the vines.

Other things I noticed:
The game crashes on startup if you choose fantastic as graphics preset.
If you alt-tab it freezes.
Very low mouse sensitivity.
For a shooter with this aesthetic it is quite slow on the movement speed.
Whenever you enter a room every enemy seem to be aggroed right away and swarming you.
Weapons don't switch when they run out of ammo.
The jump seems to not always work, I think it's because your edges are literal, in most games edges are programmed to be a little further out than they actually are when it comes to jumping so that you don't have to look down to make sure you're not a pixel too far out.
If you stand right against something and try to jump onto it your jump seem to be much lower than if you walk a bit away and then jump onto it.

Now this all sounds very negative and I will admit that I didn't have much fun and didn't even finish the demo because of it. But I do love what you are aiming for. I love your use of color and I extremely love that you have enemy infighting.

(+1)

Ima be honest with you man... First off im not a programmer and I try to say this as often as I can... I can only do so much to improve everything and people expect a lot from this project.  Most of my games are pretty much stitched together... Im not ashamed of it. Im a art guy and im very into the animation and art and music of video games the programing part isn't something im too big on... Yes that sounds bad but look at it this way I try my best to fix most of the problems people have with Rupture. For a big example the projectile enemies were all hit scan in the start of the project... I knew people hated hitscan so  I spent at long trying to rig up a system for projectiles and since idk how to code I had to watch and search the internet for bits and parts to finally make a decent projectile system... Yes I know this is my job as a game dev... And trust me ill do anything to try and improve Rupture, its just a bit harder for me and takes more time.

Ladders and vines: Yea they are a bit iffy but that already something im looking into. Their supposed to be walk forward and climb but some reason its space. You have to hold space while in the trigger of the ladder/vine its a bit wonky but its something I got use to while developing. When you work on something so long you dont see the small flaws very often

Gravity and speed: Currently working on this as I write this... If I make the character any faster he will fly off stage when going off a ramp lol. Most of the speed you can build up is from strafe jump. The character has awkward gravity due to his controller so he is kinda floaty and its hard to explain. The game is not supposed to be entirely fast, im leaning more towards quakish speed maybe slightly slower. As the description said for the demo the game is still trying to be its own thing

The graphic bug: I honestly dont know whats happening there because it launches fine when I start the demo

Low mouse sensitivity: I still need to learn how to add options like that and brightness but that isn't my main concern atm

aggroed: Most enemies are just as fast or slightly slower than the main character. Key to combat is keep moving and take out priority targets. E1M1 is very close quarters so enemies hear you when you shoot so they get aggroed quicker. During these moments  you should use the umbra shield to block projectiles and focus on melee types. Strafing is key. ( I may nerf their hearing range)

Weapons switching: ill have to look into it but idk if ill be able to fix it

Jumping and wall: Jumping defiantly has a issues when it comes to walls since the character uses physics to move around. His jump will be nerfed due to his body being against a wall due to friction so basically works how it does in real life if you press up against a wall. This is a issue I have been trying to fix and look at.

Thank you for your feedback and playing the game. Also Crooked was made with the same system as Rupture just tweaked very very differently from each other.

My problem with aggroed enemies is mainly that they come at you in a big group, often before you even enter the room because you shot at something else in a corridor before that room.

Oh and I completely understand your perspective on the art over programming. I am the same but worse, I've made graphics for others games but whenever I try my hand at programming something of my own or even using Unity with code assets it just feels like such a hurdle.

(+1)

Not bad so far. Some of the enemies seem a little unbalanced though so they become annoying to fight. And that gravity is weird. It makes you float over items and miss them sometimes so it just adds frustration. Could be a cool game though with some more work.

I haven't been able to download it yet sadly because I am getting: "While queuing download: TypeError: Cannot read property 'build' of undefined" I hope this is just a dumb part on my end, hopefully it is an easy fix if not.

strange have you been able to fix it yet?


You see this is what happens whenever I click the install button, I rebooted itch.io and my laptop, along with doing it to different locations; however, the Install is always blank and there is nothing to select from the drop down arrow. This may be something happening with itch as a platform itself because otherwise I just don't know.

oh my bad I don't think my downloads work for the app. It's a zip file that you download and unzip