I hope you'll update this to work with newer version of Godot at some point.
A downloadable game for Windows, macOS, and Linux
Meteorite is a lowres metroidvania FPS, inspired by Metroid Prime, made for LOWREZJAM 2018. Explore a facility on a far away planet, find gun upgrades, and upgrade your movement capabilities to surpass previously unsurmountable obstacles.
Your combative skills and self-defense will be tested by numerous turrets and a giant floating eyeball boss that shoots purple laser beams.
The source code is available here: https://github.com/Bauxitedev/meteorite
The soundtrack is available here:
|Click||Shoot (if unlocked)|
|1, 2, 3||Switch weapons (if unlocked)|
|X||Boost (if unlocked)|
Proudly made with Godot 3.0.
- There's a yellow wall visible in the distance. Not sure how to fix this, appears to be a bug in Godot.
I made everything except the font Uni 05_53, made by Craig Kroeger.
GIMP, Blender, Sprytile, Godot, LMMS, Bitwig, FL Studio, Ableton
|Platforms||Windows, macOS, Linux|
|Made with||Blender, Aseprite, Godot, Bfxr, LMMS|
|Tags||3D, First-Person, godot, Metroidvania, Open Source, Pixel Art, Sci-fi, scifi|
|Asset license||Creative Commons Attribution_ShareAlike v4.0 International|
|Average session||A few minutes|
Click download now to get access to the following files:
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YOUR GAME IS INCREDIBLE. When I have the opportunity I will give money.
Finished the game
Not bad, although it really is a crime for a game like this to lag so hard on sound caching.
The resolution was absolutely terrible. The screencaps shown are vastly different from what I experienced, and not only did it cause a lot of problems, it muddled the obvious fact that the weapons you're using are clear ripoffs of Samus's Beam weapon in Metroid Prime Hunters.
The boss fight itself is made cheap with seemingly hilariously easy maneuvering made difficult with the lack of proper visual aid from the up-scaling, making what should be a simple task into a colossal nightmare. To make things worse the light generation coming out of the pixelated lava/weapons only serve to further obfuscate and annoy my as I attempt to work between the mediocre mouse look (which was slow even with max settings) and the collision detection that truth be told I didn't have any confidence in due to the fact that my screen looked like a game boy being displayed on one of those blimp monitors.
It's fine if you want retro/lowres. It's fine if you want inspiration. This is neither.
Really needs options for mouse sensitivity and invert mouse. To turn full circle I have to pick up my mouse at least 6 times.
Mouse sensitivity can be changed in the Options menu.
How do make the game look the way ti does, shaders, 3d looking pixel art in 2d?
The game runs at a very low resolution of 64x64. The game is upscaled without any texture filtering, so it looks blocky.
i think someone else is selling your game for $1 on here. look up 'meteorite' there's another one with the same logo and title for $1 but it was uploaded 60 days ago by some other guy. there's not even a description or anything it's really weird. just thought i should tell you.
SO cool! May I ask how you got the low-res look in Godot? Can't find any tutorials on it! Haha
Great game but dont know how to progress
Really amazing game!
definitely my favorite game I've ever played from itch. Every time I boot it up I end up replaying it again. Good work!
Holy crap this is awesome. You really captured the aesthetic of 3D games on the DS. Reminds me a lot of playing Metroid Prime Hunters on my way to school.
Really gorgeous :D
I loved the ambience, the game is really simple and easy to handle, even if I was not a big fan of the pixelated effect with FPS mechanics, beautiful but quite confusing in some situations, but the work is really awesome !
It's a good gam.
wanted to complain about the low resolution which is the only issue.
then saw again that it was for low res jam :-)
This game was so good. Loved the pixelated style and reminded me a lot of Metroid on DS. Somehow the low-fi style made me imagine it looked a lot better, sort of like reading a book and filling in the blanks. Great job.
No , thank you to have made this game
Sorry but when i try to play the game the windows system says that is incompatible whit the software of the system and i corovored that the game is for windows. ut it still not working. could you tell me which problem it could be?
Amazing game! Really captured the feel of the metroid games. I liked the pixelated 3D graphics that make the game feel like the 90s. By the way, how did you make the pixelated effect in Godot?
Thank you! The pixelated effect was done by setting the window stretch mode to "Viewport" and the window size to 64x64. See https://docs.godotengine.org/en/3.1/tutorials/viewports/multiple_resolutions.htm...
Such an incredibly well-made game. You do your inspirations justice. The mood of this game is palpable, and the evolving soundtrack strengthens that so much. The controls are tight, the few tools/many applications was really clever, and the boss was awesomely terrifying. Can't get over this game it's so good
Amazing polish for a 2 week project! Really fun. I played through it a good few times.
Thanks for realeasing the source. It's very good learning material. And the game looked and played even better with high resolution hacked in!
Did you desigin the level straight in Blender or did you plan it first with something like paper sketches?
Thanks! The levels were made with Sprytile in Blender pretty much on the spot, didn't really plan that much ahead on paper.
I got totally lost and couldn't make it to the entrance but I really like what I saw up to this point :D
Very awesome game that tells me to play metroid one day. Just the lava was so sticky that once I touched it I couldnt get out (killed the boss for me sadly)
Cool, this game made me pay u 2 EUR ;D
Proceed to continue this game.
I just now saw that bug about the boss being unbeatable because yeah, he is. Other than that, this was a fun little metroidvania.
SO MUCH FUN
I enjoyed this game, but there were two major flaws I noticed:
First off, why X to airboost? That feels kinda awkward and out of place. I would suggest E, because most peoples fingers are naturally closer to that key while moving.
Also, the Low Res aesthetic felt more like a hindrance then a style, it made going through some areas a major headache. The game managed to have surprisingly good graphics for the aesthetic though, with each weapon having its own subtle lighting to it, and other nice touches.
The atmosphere in this game was sometimes very oppressive due to the narrowness of the shafts, but that worked perfectly. The small moments of surprise with the shooting drones that simply open the fire when you open a door or go into the room, were also wonderfully placed. :) All in all, a spectacularly designed first-person metroidvania, which I loved to recommend on our little blog in an article. <3 I took the liberty of uploading a gameplay video as well. :) Who knows, maybe some more people will play it. :D Keep it up and best regards to the Netherlands!
Loved it. You managed the scope really well. The game feels polished and the boss fight was really fun.
One thing I noticed is a slight lag the first time I shot a new weapon o saw a new explosion. I noticed the same in the TPS demo. I wonder if it's the particle shader being compiled at the point of first use or the lighting. Maybe there's a way to have it preprocessed
This is awesome, big fan! Loved the look/feel and the boss encounter.
Unfortunately I cannot play due to a rare input bug. Shame. I've dealt with it in my own games though so I sort of know what's wrong, upd8 me once the source is avaiable! If it's not too confusing I might be able to drop you PR or a fix for it. 0u0
I've messed around with it - I can tell everything is in its place and that the code is nicely organized, but I can't for the life of me find anything in your source since it's so different to how I do things. Oops. I managed to find your camera code and most likely it is related to this issue https://github.com/godotengine/godot/issues/14463 I know I've gotten around it before but I can't seem to be able to do it on your game, perhaps I just don't understand the source well enough! Since you do know it, you might want to try not using Input.MOUSE_MODE_CAPTURED and instead simply hide the mouse and manually warp the mouse back to the center with the warp functions or something among those lines?