A downloadable game for Windows

Current Build: Alpha0.1.7, patch notes in the Devlog and .zip folder

Contractual is a project I'm working on in my spare time, along with other projects you can see on my Twitter @heavymaterial

The project as it stands focuses on a mixture of gameplay styles from old classics and mistakes being fatal. Enemies will vary over time and new types will be implemented to diversify gameplay and strategy, as well as increasing the difficulty. This game takes heavy inspiration from the likes of:  Hotline Miami, Doom, Quake, Butcher and Deadbolt. 

Controls:

  • WASD - up, down, left and right motion
  • MouseButtonLeft - shoot
  • MouseButtonRight - melee
  • MouseWheelUp/Down - zoom in/out
  • - Drop current keycard
  • R - to restart at when dead
  • Escape - to close the game at any time
  • Enter/MouseButtonLeft/Space - to proceed at the score screen

Gameplay:

-Clear each level of enemies in order to advance into the next level, use corresponding keycards to unlock doors

-Explosive barrels can be used to clear groups of enemies and crates can be destroyed to see the contents within them

-Green pickups are ammo, +1 with each pickup

-Gold pickups are points that contribute towards your combo chain, you can stratigically pick these up in order to keep your combo climbing, tougher enemies offer better combo extensions and score

-Red pickups are timed powerups that grant you a different weapon type

There will be bugs and unintended occurances, everything is subject to change.

StatusIn development
PlatformsWindows
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
Authorheavymaterial
GenreShooter
Made withGameMaker
Tags2D, GameMaker, Monsters, Pixel Art, Retro, Sci-fi, Top-Down, Top down shooter, Zombies
Average sessionA few minutes
InputsKeyboard, Mouse
LinksTwitter/X, YouTube

Download

Download
ContractualAlpha0.1.7.zip 5 MB

Install instructions

Download, extract and run the .exe, Windows only.

Development log

Comments

Log in with itch.io to leave a comment.

So like its basically Hotline Miami but you cant see anything. The meele is too slow to be considered a combat option and the movement is too fast for the sizes of the rooms. I didnt get past the first level cuz of the stuff above. Like could you at least NOT make the walls the same color as the shadows so i could know where the enemies have a chance to see me? Especially when i can barely see them myself. Also a "chance" is not a joke they actually dont see you on occasion cuz they apparently turn around and stuff. Look if you want some really fast action you gotta see stuff to know what to do.

(5 edits)

Thank you for the feedback, I appreciate it. 

A lot of what you have talked about is already noted and being worked on, I'm always looking at tightening movement and controls in order to make a better playing experience. 

Melee combat has only just been implemented and since the current playable build has been heavily altered, there is still more to come on it. In the current playable build (at the time of the comment) the melee intended more for smashing boxes or as a final resort should you run out of bullets.

Level design is one of the issues I have felt since the beginning of development, but I have had feedback saying it was good that the space is tight/limited as it helps them to improve, something I partially agree with. The level design is ongoing due to everchanging dynamics of a game that is early in its progress, levels will likely feel balanced and a bit more open in future.

The colours and style will be adjusted over time and options will be made for those that struggle to see, I'm aware that it can be problematic. As far as the enemy AI not seeing you/seeing you, currently the initial enemies spot you through the direction that their head is facing which is very difficult to see, I can see how this can be unfair so I will be reviewing it and most likely making some changes.

Please remember that this game is still very young and everything is being developed and is subject to change.