Experimental Existence
**WINDOWS BUILD IS AN EXPONENTIALLY BETTER EXPERIENCE THAT IS ALSO MORE STABLE. IF YOU WISH TO FULLY EXPERIENCE THIS GAME, PLEASE DOWNLOAD THE WINDOWS BUILD BELOW**
Experimental Existence is a roguelike about escaping the laboratory of an evil scientist who performed human experiments on you while his henchmen and mutated creatures are trying to stop you.
*Yes we know of the game frequently freezing when going up stairs. We believe that the issue is only on the web build. We would encourage playing the windows build, as we have not encountered any issues on it. You can also try to refresh the web page, but the issue might still persist.*
Movement - WASD
Teleport - SPACE
Attack - RMB & LMB
Aim - Mouse Cursor
Interact - F
Pause - I
- LUKECERTI and Tallbeard Studios for the soundtrack
- Shapeforms Audio, Nox Sound Design, Samplefocus, and Pixabay for the sound effects
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Comments
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(For reference, I played the Windows version, not the web build)
Right off the bat, what stuck out to me was the main character design, which was quite unique, as well as the tutorial signs on the walls, which are a nice way to tell the player that they can use those keys to do things.
The pixel art has a cool style to it and the fog of war makes exploring a mystery that you need to be careful of.
One of the things that stuck out to me on by far was the ambientation. Knowing the context of the game, the game has a hint of tragedy for me. Especially considering that you and all of the other creatures are products of experimentation. The dog with wheels is certainly an example (really cool enemy designs too, by the way).
A couple of touches I also appreciate is the fact that shots have a very bright light attached to them, so you don't miss them in the map, as well as the fact that enemy shots get deleted when their source enemy is defeated.
I noticed that the flamethrower particles and the damage numbers have very similar colors, so it can be hard to tell one from the other when attacking with the flamethrower. Also, the enemy with red hair that shoots you can sometimes shoot you while they're walking. Their shooting animation doesn't play when that happens; they only keep walking as their shot spawns, so it can get you off guard, since there's no anticipation.
I also noticed that you can get the same weapon spawning in both chests of the same floor, which can be a bit rough if you don't like the weapon (which happened to me). I'm not sure if this is entirely intentional, so I'm pointing it out here.
I definitely felt a bit of a difficulty spike on the last floor, since it introduces new enemies that are quite tough (the slime and the spider cyborg thing). It more enemies, some which can feel tanky, like the big security guards and the slimes. I do appreciate that they're slower though, so it lessens the chance of them pushing you into rooms and drawing the attention of more enemies.
The music variations were welcomed. They were all bangers. Very good choices! The sound effects also felt fitting.
One thing I did miss on the game was having some sort of map or minimap. It can be a bit easy to get lost on the levels, and I think the game could really benefit from having a map function, especially so you can keep proper track of what areas you haven't explored yet.
With all of that being said, I enjoyed my time with this game. The controls feel intuitive and fun to use, some of the weapons were a lot of fun to me (like the long laser gun), I like some of the humor the game has, and the enemy variations were unexpected and quite impressive. Very well done!
I think your Fog of War is really well done, And I wondered if it was procedurally generated levels, and I was surprised to see it was!
I'm curious how this was meant to fit in the theme of the jam. As I apparently spawn with a gun and a knife,
Nice pixel art! as well.
Good luck