Infiltrator by ChainedLupine
Ugh. Infiltrator is done.
Story: Two armies have invaded your homeland and laid it to waste: The Red Wolf Army and the Blue Star PMC. Now that the war is over, your job is infiltrate their combined base and then strike a blow for the people.
How to play: A simple infiltration game mixed with Robots-style play. Stay out of the sight cones for the soldiers, unless you intend to lead them to their doom. Red soldiers will attack blue. Soldiers can be lead to mines or holes in order to dispatch them, or you can start a firefight between the two groups.
Controls: Arrow keys.
You can pick up a health pack (red cross) in order to heal yourself. Mines are small dots that will kill the enemy but not you. (Mines will insta-kill anything, including tanks.) Holes will kill you, or an enemy.
Some extra buttons do work:
R - Restart a level (in case FUBAR)
K - Randomly kill an enemy (CHEATING!)
F - FPS counter
SPACEBAR - Skip dialogs (if one is onscreen)
"Music" by Wolfram.
Update: Here is my post-mortem for those interested: http://www.ludumdare.com/compo/2010/08/24/ludum-dare-18-entry-infiltrator-post-mortem/
Story: Two armies have invaded your homeland and laid it to waste: The Red Wolf Army and the Blue Star PMC. Now that the war is over, your job is infiltrate their combined base and then strike a blow for the people.
How to play: A simple infiltration game mixed with Robots-style play. Stay out of the sight cones for the soldiers, unless you intend to lead them to their doom. Red soldiers will attack blue. Soldiers can be lead to mines or holes in order to dispatch them, or you can start a firefight between the two groups.
Controls: Arrow keys.
You can pick up a health pack (red cross) in order to heal yourself. Mines are small dots that will kill the enemy but not you. (Mines will insta-kill anything, including tanks.) Holes will kill you, or an enemy.
Some extra buttons do work:
R - Restart a level (in case FUBAR)
K - Randomly kill an enemy (CHEATING!)
F - FPS counter
SPACEBAR - Skip dialogs (if one is onscreen)
"Music" by Wolfram.
Update: Here is my post-mortem for those interested: http://www.ludumdare.com/compo/2010/08/24/ludum-dare-18-entry-infiltrator-post-mortem/
Ratings
| Coolness | 13% | 55 |
| Overall | 3.65 | 13 |
| Audio | 3.12 | 24 |
| Community | 4.00 | 8 |
| Fun | 3.46 | 19 |
| Graphics | 3.58 | 27 |
| Humor | 1.94 | 99 |
| Innovation | 3.42 | 39 |
| Theme | 3.77 | 35 |
Who is wolfram and you know it is one person only for compo entry including all resources, right?
A very well designed game.
sfernald, he's referring to WolframAlpha, the 'computational engine' that has a procedural music generator.
No other person was involved in creating the content for my game. :)
It's pretty hard, but I can see myself coming back to this one for more ;) Very well made and polished, and a very clever take on the theme that works well. Good work ;)
I would definitely play this again if you fleshed it out a bit more.
Also, the how-to-play level was as awesome idea.
It was kinda hard to get enemies to follow you behind corners, by the way, especially if they were wielding guns.
@pekuja: The game suffered from having far too much content and not enough time to put it together. I had intended to have a set of levels with a clear objective. (This is why some of the levels are timed, and others are unlimited.) Tanks were operational, but only used just in one part of the game... And in a way where a mine takes out the tank before you probably even realized there was a tank at all. :)
@Jerm: Mines and continue points are now in the tutorial, at least in the post-compo edition. It was a case of running out of time to implement those features.
@whatZ: Post-compo edition, the soldiers are a LOT more aggressive. Now armed with path-finding, they will move towards your location even if you are no longer directly in their sight-cone and on the other side of a wall.
@Breakdance: I don't know if I will sell it, not without some significant art improvement, but we'll see. I am definitely releasing a free post-compo edition that will have fully complete levels and a story.
Besides these problems, this looks like a good 48 hours production.