Tactical Mission by HunLyxxod
Here is my entry.
That was hard but I finished in time, with an epic failure with the audio.
You play a team of elite soldiers and you need to carefully plan your mission to kill all the enemies in 10 seconds. Good Luck!
Controls:
WASD: Move
Mouse: Shoot
You can click on the timeline to rewind and go forward.
The others shortcuts are explained in game.
That was hard but I finished in time, with an epic failure with the audio.
You play a team of elite soldiers and you need to carefully plan your mission to kill all the enemies in 10 seconds. Good Luck!
Controls:
WASD: Move
Mouse: Shoot
You can click on the timeline to rewind and go forward.
The others shortcuts are explained in game.
Ratings
| Coolness | 80% | 2 |
| Overall | 3.64 | 109 |
| Audio | 2.24 | 710 |
| Fun | 3.28 | 282 |
| Graphics | 2.70 | 676 |
| Humor | 1.62 | 902 |
| Innovation | 3.94 | 45 |
| Mood | 2.71 | 566 |
| Theme | 3.87 | 64 |
Get's pretty complex in "First Mission" and "Last mission".
If you fail your timing, press space to deselect you unit, go one second before the action (click on the timer bar or press play until you are at the correct time) and reselect the unit to quickly retry.
Just in case: you are not supposed to kill the two guards at the same time in the level 3.
Once you get a hold of how to manipulate the timeline this thing becomes remarkable. It is, perhaps, the smartest implementation of tactical puzzling I have ever seen.
The ability to instantly and partially reconfigure any one of your characters' behaviours resolves many of the frustrations inherent in squad tactics games (losing after a long fight, making a superficial error and dying/having to reload, etc...). It also permits much finer balancing of tactical situations because as a designer you can think about individual moments rather attempting to balance an entire encounter so that there are enough (but not too many) solutions.
Just off the top of my head I can think of several AAA games that would have benefited from this variant on the rewind mechanic: Baldur's Gate (also Dragon Age, etc...); Rainbow Six; Commandos. Essentially any game where the point is to emphasize tactics and configuration puzzles above reflexes and risk/tension. You could also very easily turn this into an actually-good version of the insipid 'hacking' minigames we see all over the place. You could do all kinds of stuff with this.
I think that the difficulty takes quite a leap between levels 2 and 3.
Just noticed that with space you can also end the run cycle (and don't have to wait til the 10 secs are up).
This could be a really nifty game!
has a great concept, and I also liked those arrows.
The sound effects could use more subtly but they get the job done and work as feedback. The improvement I'd like to see post dare are more levels bringing a gentler curve, understandably difficult to in 2 days with such a complex concept but valiantly attempted none the less with two excellent tutorial levels.
Genuinely brilliant idea and excellent execution, I'd love to see more of this.
All it needs now is more levels and some ambient military music. :)