!!! ---> PRESS "P" TO PAUSE <--- !!!

!!! ---> to wall run, press jump in midair, with a wall on your left or right hand side. look along the wall, not directly at it <--- !!!

Point Blank

By the Code In A Bottle Team.

Point Blank is first-person shooter game where you use your hands as guns and your fingers as bullets. You have been cursed with this power and need to free yourself by defeating the Cultist Leader.

Point Blank uses billboarded, hand-painted sprites for the player and enemies. The aesthetic is reminiscent of retro FPS shooters, while incorporating modern movement mechanics such as wall-running and sliding. Use different finger types to deal different amounts of damage, and navigate jump puzzles to complete the level. Along the way, try to collect all of the hidden jams! If you can defeat the Cultist Leader you will be freed from its curse!

This game is made in Godot 4.4beta2 and runs in the browser. Keyboard and mouse input type is required to play.

This game was produced by Code in a Bottle.

Additionally,  there are a Window x64 and Linux x64 build incase you have an issue with the web build. 

Thank you for playing!

Inputs:

  • Forward: W
  • Left: A
  • Back: S
  • Right: D
  • Jump/Wall Run: Space
  • Sprint: Left Shift
  • Slide: Hold Ctrl while Sprinting
  • Fire: Left Mouse Button
  • Punch: Right Mouse Button
  • Reload: R
  • Interact: E
  • Menu/Pause: P

Credits:

Team:

  • yolodude
  • lagmaister
  • Dovos
  • ryan
  • Profilename14

Tools:

Audio:

Fonts:

Game Design Document Link

You can also click "Downloads" -> click on the GDD item and it'll open it in google drive view. Why does an external link get labelled as "download"... I don't know.


Download

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Click download now to get access to the following files:

Game Design Document
External
win_v0.0.2.zip 66 MB
linux_v0.0.2.zip 60 MB

Comments

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I really enjoyed the UI on the hands, and how much "oomph" there was to different hits. The wall running took some time to get used to, and even then I don't think I fully got it (skill issue on me). Obviously there was a development time limit, but a nice to have would have been checkpoints around heavy wall running areas. Overall, really enjoyed it!

thank you so much for the kind words :D level design definitely was very daunting for the time scale (things like checkpoints, decoration, etc)

but that is going to be our focus going into the next jam, QOL in the levels :D

i feel like some bodys watching me

someone is ðŸ‘€

What a cool game. Had so much charm. Loved the...gunplay? Was very satisfying to hear the little ding on the headshots and see the enemies splat when they died. Really liked the medieval peasant art stye too.Great boss fight at the end 

Thanks you so much! I am glad you enjoyed the boss, I think it turned out great :D

This game has a classic DOOM feel to it, down to the graphics. Perfectly fits within the theme, and the wall walk mechanic works really well. I used it multiple times to put myself in more advantageous situations, and when you understand how to gain more speed with it, it becomes super fun!

It feels responsive and quick to play, the sound effects are fitting and the music never felt tiring. Also, I noticed the dynamic music. It was awesome.

The boss fight at the end is super sick. The mechanics of it aren't too tough to grasp, and you're able to get everything you need to keep survivng. The boss itself is imposing, and when you take the elements of the story in consideration, the steps to killing the boss make a lot of sense. 

The enemy designs felt weird, which is right up my alley. I had a lot of fun looking for the hidden jams, which were a nice touch to have and gave a huge incentive for exploration. I did notice that the last level before the boss had a route to get you super quick to the end, which I thought was interesting for speedrunning. The sliding mechanic was unexpected but very welcome, and added even more dynamism to the game.

I had a great time with this!

Thank you so much for the thoughtful feedback, I appreciate it a lot. The movement mechanics were a lot of fun to make and I learned a lot in the process.

Your game was really great by the way, still leaves an impression on me :D

Love the art of the game. The aesthetic I believe ya'll landed on it very well. The enemy designs are also hilarious and the environment very much fit the vibe. The way the barrells shatter is satisfying as well. The music is very much on point as well gives me the really great action game gotta go fast vibes as well as the action confirmation on the sfx. The gameplay is smooth and the shooting snappy. Overall great job! 

(+1)

Thank you so much! I also love the sprites, I think our artist did a great job. I am glad you enjoyed the overall vibe, that was the hope :D

With such a short time frame ya'll did wonderful. Keep the great work coming!

(6 edits)

This game is really cool. Once I understood how to wall run, I had a good time. Combining wall running with also escaping enemies and shooting was a fun challenge. Wish there were more ramps to use the slide in combat as I had a lot of fun on level 2 using that. The mechanic of getting the bullets back from killing the enemies is interesting and neat mechanic. I was having a good time except on the boss fight when I had to melee to get back ammo. Trying to get ammo back during that fight was a bit frustrating I think because it felt like I had to be so precise to melee an enemy while also taking damage. I think increasing the forgiveness on the melee would help alleviate that. But that's a pretty minor complaint. Overall I liked the bosses' design and phases.

Great concept, art direction and music make this game really fun to play. Great entry!


I'm having issues running on the wall. I'm sprinting and keeping my cursor near the wall then jumping towards the wall attempting to wall run, but it's just not working. Any Tips? I know I've seen it done in y'all's videos. I can send you a vid if that's helpful.

Also FYI it's unplayable for on Linux in the browser due to an issue with Godot's mouse capture and mouse event relative not sending correct values. You can fix this by allowing fullscreen mode in the browser. So I'm running the native build

hey there! the trick is to have the wall on your left or right side, and then press jump again in midair.


so you dont want to look AT the wall, but rather ALONG the wall :D

Thanks for the reply. Hitting space again was where I was failing. Time to play this banger

(1 edit)

updated my comment to reflect the actual gameplay. Nicely done y'all