Béton Sanglant
A downloadable game for Windows and Linux
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Béton Sanglant (Bleeding Concrete) is a fast paced arena FPS where you need to survive waves of enemies. You'll climb the tower with 3 levels, increasing the difficulty each time.
Reach the top, and see what's up there.
Made for the 7DFPS jam, in roughly 7 days.
The game is set to a resolution scale of 0.33 to get a retro pixelated look. You can change that in in the pause menu.
PS: This game is a work in progress. Level design, enemies and visual WILL evolve.
Controls
- Esc to pause (frees the mouse)
- F11 to toggle fullscreen
- WASD to move
- MLB to shoot gun (6 shots total)
- MRB to shoot rocket (needs 6 shots)
- Ctrl or V or Alt or Middle mouse button to melee
- R to reload (automatically done when empty)
- Space to jump
- Shift to dash
Download
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Click download now to get access to the following files:
beton-sanglant-windows.zip 75 MB
Version 1.2.8
beton-sanglant-linux.zip 69 MB
Version 1.2.8
Comments
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Cannot invert the Y-Axis for Mousecontrol so I could not really play it. :(
I just updated to 1.2.8 with a Y invert option in the pause menu, accessible when pressing ESC. Let me know if it’s ok :)
Thank you so much for adding this feature! I gave it a couple more tries.
I think it's a really polished and well executed game. It really feels like a great and finished package.
- great sfx
- nice visual style (I like the glowing parts of the enemies)
- cool enemies and nice mechanics
- the dashing is really cool and works well
I don't know if you are interested in the following thoughts, as I guess I am not really part of the playerbase that you aim for, but if you wanna hear it: Read on! :)
- My first thought is: This is waaaay too hard and unforgiving for my taste.
It reminded me of devil daggers which I was super eager to play because of the style, but then after dying a couple of times didn't like at all. I think Beton sanglant is much better because it actually gives me a level to use and not be in the open all the time. But I also felt, like the level wasn't really supportive in fighting the enemies. Sometimes it was just another obstacle and not a way to outsmart the monsters.
But I thought it was really cool to have the lift in the center and enter different stages. But yeah, I didn't make it very far.
So maybe if you want to make it more approachable to non-hardcode FPS people: Make the view distance higher, make it easier to jump on top of the tower to get the snipers, reduce the damage the enemies make etc. I think there should be a "walk in the park" mode in every game where anyone who can beat a FPS game like half life is able to make it to the final stage.
But that's just my taste. :)
Bugs I've encountered: In the first two levels, there is a spot where you can get stuck at the very beginning of the ramp. I think this is a godot bug that has to do with collision. Quiet annoying.
Other than that. Keep it up! One of the most polished Godot FPS I've played!
Hey, a really cool game, would be an honor for us if you'd consider joining us as, we're looking for talented indie creator games for a massive a co-op bundle, where we want to include 300 gamses at least.. If you would like to join us it would be awesome! https://itch.io/jam/ultimate-300-bundle-submissions best regards & peace <3
Hey thanks for reaching out. This game is a game jam though so I’m not sure it’s really a good fit for a paid bundle
hey there, thx for your fast response. Jam games are totally welcome we already have quite a few in the bundle thats okay becasue of two things: -the bunde will be rather cheap grab and second thing we'Re aiming for 300 items in the bundle, for a price of like approx 25 dollar, which makes it okay that there are also jam games, also you can see it as a chance for people to support game creators :) best regards <3
Hi, great game! Some months ago I remember bookmarking on youtube the streams in which you where developing this game, sadly they are gone. I saw that you have the source code for this game available on Patreon, would I be able to access also the streams if i subscribe? I would really love to watch them while browsing the source code to see your process!
Hey, yeah I can make them available on the Patreon post for the source code. I checked and I have them so I would just need to provide a link to a private playlist I guess
That would be great! :)
It could be cool too if you posted links to streams for the other projects in your Patreon, if you still have them. Would be a great addition imho. I thinks it's a loss if those streams just disappeared, since they show the whole process that the source code alone can't convey.
Yeah that’s fair. It mostly that it takes time and I didn’t think many people would be interested! Usually the VODs are on twitch but of course they disappear after some time. I’m going to go through what I have and try to add them to patreon
Fantastic! Thanks a lot!
yo do u make devlogs i think i recognize this from youtube
Yep: https://www.youtube.com/@MrEliptik
very broken
In what way?
Cool game! Devil Daggers feelings :D
But I got stuck in geometry too many times (ramps included), and I didn't get how the bomb works. In level 2 I can't shoot the laser guy at the top, and I got enemy respaw 3 times because of it...
Some suggestions:
ALT+ENTER to full-screen mode.
mouse sensitivity is a must.
improve level geometry to not get stuck so often.
simple tutorial explaining basic mechanics and controls (can be a simple intro text)
Kudos for the frenetic gameplay and the great sound design. ;)
Thank you for your feedback! It can be a bit tricky with the sniper guys, you’re supposed to get closer to them by parkouring and you can rocket jump by shooting the floor and jumping to catch the explosion. Still, it needs some work for sure.
Oh yeah I wanted to switch to alt+enter, I’m currently using F11 and you’re right mouse sensitivity is needed!
The game's not bad. I do think the health count number should be larger (and perhaps not quite that far in the corner) and I think the ammo count should be a tad more obvious (though I do like how it already is, I think there should be an ammo count number somewhere on the screen) but the game isn't bad so far. However I'm writing this mainly because I've encountered a bug. When I completed "ANGER" I went to jump onto the elevator, and then I got stuck inside it. And then fell through to the bottom. I had to restart. Luckily it doesn't take too long to get back, but it's still a tad annoying.
Also, I think the rocket jumping should cause more momentum.
Thanks for the feedback!
cool game,but not finished
There's a lot of potential here, but also some serious problems. The biggest one is the sniper enemy. You can't see them, so you just kind of have to wait for them to shoot at you, so that you can see the sight line, which is not ideal
I totally agree! I want to rework them
Looking forward to it!
Looks awesome but crashes for me after the Godot launch screen. No error code or anything.
Sorry about that! I just pushed an update, it should fix it
I'm on windows and the game closes right after the Godot splash screen. I'd love to play it though.
Arf, I’ll try to fix it asap. If you have any error message, let me know!
Should be fixed now if you want to try again!
Seems like it would be good but, I'm having a game breaking glitch where the enemies arn't spawning. I see the particle effects where their supposed to spawn then I get nothing.
Sorry for that, I’ll try to fix it asap
Glad you fixed the issue, this is a fairly good horde shooter with cool enemy design, especially the sounds. I still have some more minor issues though, the sensitivity is pretty low and also it's a bit easy to be body blocked by the enemies and sometimes get stuck to walls for a moment. Overall, fairly good though.
Cool game - I agree with other comments regarding hard to get mechanics at first, a diegetic UI could help with that a bit I think. Also I see the instructions I skipped over on this page :P
I feel like atm the right click rocket is op, I felt no reason not to use it and it was better in most situations than left click. A cooldown might make it a bit more balanced
I totally understand, it’s a bit rough at first! The ammo count is visible on the weapon itself, it’s the little cylinders on the side. Adding some vfx and smoke to it might make it more visible.
I kinda agree with you, but at the same time, I wanted to not restrain the player too much because the rocket is so much fun. I might try to design the enemies in a way that pushes the player to use the normal shot more. As you said, just a cooldown by the weapon literally being overheated could also work. I’ll try! Thanks for the feedback :)
The normal shot being the secondary for specific enemies who move quicker (e.g. I'm thinking agile snipers) that require it could be a nice touch! Sorry that I didn't notice the diegetic UI exists before recommending it, yah maybe there could be more flavour somehow to indicate it being used up
Its fun, yet challenging. Movement and art style are also big pluses
Thank you! That were the two main things I wanted to get right :)
Haha nice work!
It's a bit hard to understand the mechanics at the first time so I needed to die and retry before beating the game. But it was fun to play!
love the aesthetic