Target Down by nexust
You are a genetically engineered super soldier. Your mission is to dispatch a former ally, turned rogue. You must defeat your foe in under 10 seconds or you'll spontaneously explode!
I'll release the source once I've finished the game.
WASD movement, mouse to aim and holld Q for slow-mo mode.
I'll release the source once I've finished the game.
WASD movement, mouse to aim and holld Q for slow-mo mode.
Ratings
| Coolness | 24% | 1698 |
| Overall | 2.76 | 841 |
| Audio | 2.20 | 741 |
| Fun | 2.65 | 795 |
| Graphics | 3.06 | 446 |
| Innovation | 2.53 | 867 |
| Theme | 2.94 | 752 |
With both of those changed, maybe extended with a few other mechanics, it could be a fun coffeebreak game.
Anyway, I felt like you could make the game a bit longer. Maybe put several rounds into the battle? I don't know, but it was definitely too short.
Except for that, good graphics and gameplay. Really hard to get that with so little time though.
One minor gripe When the Agent down screen comes, it does not react if i press any key until a few seconds later.
In anycase, could have been longer. :) May changing the terrain, or making it more difficult?
Press any key to restart, doesn't work right away.
interesting
I liked the physics as well.
-The game doesn't respond to keystrokes after a death because it isn't ready to. A set time must pass before the ability is available. I absolutely agree that this is very annoying but it was a quick fix for a sound bug I encountered.
-The enemy has infinite sight. Believe me, the original AI had far more limited vision and it made the game nearly impossible to play. If the enemy didn't actively seek the player as soon as it was able to shot at them, the play would have 10 seconds to find and kill the enemy.
-Spawning next to the enemy was an issue that shouldn't really occur unless the game has no other choice but to spawn you there. Since the positions are randomized, I have little control over this although there is code to prevent it. Clearly that code didn't work so well.
-Dying too quickly or too often is actually part of the design. Coupled with the respawn delay, I admit, it gets a little annoying but the alternative is completing the game first time with little or no effort then having to sit through the dull credit screen... sound any better? I designed the game to be hard so that you would have more reason to play.
-The credit screen is unforgivable. It's unneeded, unskippable and it's painful to sit through. I couldn't think what to do after you won so I threw a credit screen in. Although there isn't a direct way to skip the screen and return to gameplay, I'm not arrogant enough to show you my name every time you beat the game so I made a way around it. Press escape and you'll go back to the menu.
-No cover? Again, that's down to the random nature of the game. The game randomly generates the levels and it has no minimum number of walls to generate. I should have spent a little extra time polishing the random generation really.
I apologize for the issues in this game... they are unforgivable. I will be making a full game based on this entry and you can follow my progress through my Twitter (@n3xust) or at akkail.com
Thanks for enduring my mess of an entry, I promise I'll redeem myself next time.
I liked the mood and the graphics, particularly the shadow effects.