Feather Temple at dusk, a smoking volcano behind the jungle
Retro first-person shooter · A game by Memfis

CHICKENMARE

The birds have taken the fast-food empire back. You are the delivery driver who got locked in the walk-in freezer - and the only one left with a chainsaw.

36-level campaign 22 bosses 11 weapons Online deathmatch Written in V + raylib
What is Chickenmare?

Classic speed. Absurd enemies. Modern light.

Chicken Doom is a fast, old-school first-person shooter in the spirit of the nineties: keys and locked doors, secrets behind paintings, double jumps across lava, and rooms that fill up with things that want you dead. Those things just happen to be chickens, ducks and geese - troopers, bombers, mechs, demons and gods.

Underneath the pixel-art sprites is a renderer that would rather be honest than flat: walls and floors are real displaced geometry, the level's lamps are baked into a light volume with shadows and bounce light, and storms roll in, soak the ground and put out the fires.

Everything - levels, enemies, weapons, styles - is plain data files, so a whole new boss is a block of text rather than a rebuild.

36campaign levels across seven chapters
22bosses and minibosses, each with its own pattern
11weapons, from a chainsaw to a railgun
15deathmatch arenas, 60 Hz online play
The campaign

Seven chapters, one very long shift.

The campaign starts at closing time in the restaurant and ends at the last course. In between, every chapter has its own look, its own hazards and its own boss.

Chapter I

The Restaurant

Closing time, the drive-thru, the killing floor and the car park - all the way up to The Colonel's table.

Chapter II

The Jungle

Overgrown temples, a canopy of glass and the Gale Matron, whose fan throws tornadoes.

Chapter III

The Deep Fryer

Molten pillars, a choir that boils and the Super Kokodemon in the open air.

Chapter IV

Pale

Touchdown on a station in deep space: relay arrays, airlocks, cold corridors and a black hole overhead.

Chapter V

Ember

A temple route down into the lava, under a volcano that never stops smoking.

Chapter VI

The Bog

Rain, thunder and fog. Slippery wet ground, a maze lit only by fireflies, and The Bloat.

Bosses

Every chapter ends with something big.

Bosses are built from attack patterns, not hit-point sponges: telegraphed beams you can hide from, tornadoes you can outrun, sieges, slams and summons.

Restaurant

The Colonel

The first one. He has been waiting at his table all night.

Deep Fryer

Super Kokodemon

Floats over its arena, marks your spot and burns it a second later. Then the eyes open.

Finale

The Whole Bird

The last course. Bring everything you have left.

Arsenal

Eleven ways to say no to poultry.

Every weapon is defined in data and feels different in the hand - including a fan that throws tornadoes and a grenade that sings.

01
Duck Deluxe ChainsawUp close and very personal.
02
Double Barrel DinnerTwo barrels, one policy.
03
Finger Lickin' LaserA steady beam for steady hands.
04
Drumstick BazookaSplash damage, served hot.
05
KOFANKOA feather fan that throws tornadoes. Charge it with storm and it throws lightning.
06
Quill RailA railgun that fires a single red line.
07
KOKORANADEA grenade with a choir in it. It goes off on the high note.
08
Relay BeaconNo ammo, one long cooldown, a volley of curving lasers.
09
Home Run MealKnockback as a sport.
10
Drive-Thru NailgunFast food, fast fire.
11
Divine JudgementThe last word.
Under the hood

Retro on the surface, modern underneath.

A custom engine in the V language on raylib 5.5: no third-party engine, no middleware.

Geometry

Real relief

Near walls, floors and ceilings are tessellated and displaced on the GPU - bricks, planks, roots and deck plates stand out of the surface instead of being painted on.

Lighting

Baked light, shadows and bounce

Every lamp is baked into a 3D light volume with shadows from walls, pillars and crates, plus bounced light, sky occlusion and contact shading. Only moving lights are worked out per frame.

Atmosphere

Weather that matters

Rain and thunderstorms with real lightning strikes. Rain puts out fires, leaves rings on the water and makes the ground wet, shiny and slippery.

Post

Bloom, shafts and reflections

Bloom, lens flares from sky bodies, screen-space god rays, water with waves and reflections, fog that eats sprites properly.

Online

Deathmatch at 60 Hz

A dedicated server running 60 ticks a second, client-side movement validated by the server, and fifteen arenas across every biome.

Data

Everything is a text file

Maps, enemies, weapons, styles and animations live in plain .cdf and .cmap files, with an in-game editor and over a hundred automated tests.