A downloadable game

FIRST PLACE WINNER OF KENNESAW STATE UNIVERSITY C-DAY (UNDERGRADUATE CAPSTONE)


Hemorrhage is a fast-paced FPS action game with a focus on risky gameplay and dodging enemy attacks. Fight your way through hordes of grotesque creatures and make it to the end!

The player starts with limited health but can steal more from killing enemies. Then, they can unleash this stored-up health to deal massive damage to your foes! 

Will you choose to be an unkillable tank? Or a brutal glass cannon?


Playable Demo Build Available NOW!

Thank you to all of the people who have helped us to get this far, we are forever grateful. We are committed to continue developing our game and we are extremely excited for what the future holds.

- Owl Play (Dan, Antonio, Rick, Andy, and Kenny)


Comments

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Awesome work, seriously. The art is all super charming, the enemies are varied and fun (especially the eyeball mounds those are super cool) and the attacks and upgrades feel great.

I loved all the assets used, especially the cobbled streets and twisty trees, and it gave me great joy to be able to push the gravestones around. I loved the diagetic way you have the tutorial, with the messages on gravestones, though I would suggest making them bigger, as you can pretty easily miss their importance when you come out the first time. Beyond fixing some of the textures and getting the trees to be more in the ground than they are (some are sticking out of the ground in the forest, along with the shrine), the atmosphere is great. The huge looming cathedral was very gothic, I loved it. And the way you smash out of the coffin, super super clever.

The berserk powerup seems a little overtuned, but I kind of liked that, because it made getting around the map this amazing dance of finding an enemy to wail on, then zooming around to the other shrines before more spawned. 
The only thing I really didn't like was the blood gague's balance. I like the concept, but hitting enemies didn't provide enough blood for the measly reward, and since there is a lack of feedback to getting hit, it was hard to tell in the middle of a battle how low health I was. This led to me eventually (like 4 runs in) just avoiding enemies to save my health for the later sections. 

The health pickups are a great idea as well, but again there's not enough bang for the buck there. They should at least give back one full heart, there aren't enough of them to justify them only giving back half.

I also think that the price for a projectile is a little steep too. I get that it does massive damage and has a wind up, but a whole heart is just not worth the damage, especially since you don't get gauge back for hitting enemies with it.

Either way, amazing job yall. For a student project this is impressive stuff, especially if my main complaints are just about balance. Nice work