Don't Shoot (Visual Novel / Tac Shooter by tigerrenko

[raw]
made by tigerrenko for LD 41 (JAM)

Yea, tactical shooter in a visual novel engine.

Your SWAT team has been ambushed and you are the only survivor. Shoot! Or don't in case you encounter a civilian, okay. Bascially it's just a skeleton for a future game, made it only to showcase versatility of CloudNovel.

Graphic are by Joanito, While music is "1, 2 no 3, 4 demo vocal edition", Copyright (C) 2015 Trial & Error/Sakagami Souichi All rights reserved. Sound FX are by Hyperview

Writing and NO CODING AT ALL (coz that's how we roll), yours truly - tigerrenko!

Deaded Tough choices To shoot or not to shoot Shoot

Ratings

Overall 1140th 2.667⭐ 35🧑‍⚖️
Fun 1166th 2.288⭐ 35🧑‍⚖️
Innovation 730th 3.182⭐ 35🧑‍⚖️
Theme 534th 3.672⭐ 34🧑‍⚖️
Graphics 1040th 2.406⭐ 34🧑‍⚖️
Mood 989th 2.719⭐ 34🧑‍⚖️
Given 70🗳️ 4🗨️

Feedback

ZaneDD
26. Apr 2018 · 00:14 UTC
Interesting idea, but there's not much of a game there at the moment to rate. Only real complaint I had besides lack of content was that sometimes it seemed like the game would choose an option for me instantaneously when I was trying to choose the other one? Also, the main menu music didn't seem to fit the content.
TomPK7
26. Apr 2018 · 01:10 UTC
Lol I like the hatsune miku music. It fits the theme of clashing genres, aside from that I like how you hit a very serious tone and kept me engaged in the narrative as short as it was. Nicely written and implemented. The hover making the selection caught me off guard the first time through but I think you could make something really engaging if you built out a full story in this.
🎤 tigerrenko
26. Apr 2018 · 02:11 UTC
@TomPK7 oh wow, thank you for your praise. Unless something is glitchy, hover shouldn't trigger... timers are set to 2 seconds (realistically they hit in one) as for @ZaneDD 's complaint, the game picks 'bad' option for you if you fail to react in time. That first choice was to prepare you for the mechanics... and yea... i will keep working on this and next layer is having buttons instead of choice boxes, better gfx an more sensible story (this one is full of holes of implausiblity) thank you for your comment, appreciate it
Dovakla
26. Apr 2018 · 13:15 UTC
This is a really cool idea. I like the timed choices a lot, since they make it much more intense. However, I think the timer needs to appear more quickly and be more noticeable, since the first time I played I didn't realize what was happening.
OddballDave
26. Apr 2018 · 13:22 UTC
I liked the concept. I think there could be a really good game in there. The timer was too unforgiving though. I couldn't get the mouse pointer from the continue button to the options in time let alone read any of them and make a choice. On mobile with a swipe left or right control system I could see this being a fun time waster. Good stuff :8ball:
JLV
26. Apr 2018 · 13:32 UTC
Nice narrative game, since visual novels and shooters often adopt the same first-person view, this choice is really relevant and could give birth to a great game ! The writing is good, especially during action scenes, and the audio is serviceable. Timed choices make a lot a sense given the context, but like @Dovakla and @OddballDave, I would have loved too see them better introduced/more forgiving. Nice work though, I would love to play a full version of this !
nidup
26. Apr 2018 · 14:20 UTC
Cool concept & idea, good narrative work, still missing a bit of content to propose a richer experience but you've there a very solid base, good work :thumbsup:
FussenKuh
26. Apr 2018 · 14:23 UTC
Interesting concept. I could see how something like this could make for a fun interactive experience. The only real beef that I have is that the timed interactions aren't really obvious (or maybe have just really short countdowns?). Often, it seemed like I didn't have enough time to even read the choices before the clock ran out.
🎤 tigerrenko
26. Apr 2018 · 15:00 UTC
Thanks everyone.. yea the choice timer is sneaky and provides qutie short time 1 sec... in the next layer of development idea is to introduce buttons (that can be tapped for those on mobile phones) and make counter more prominent... of course with more content there would be gradual decrease in response times and more tactical puzzles... luvyaal!
Toulou
26. Apr 2018 · 16:44 UTC
I can't play the game, it loops on "You need to..."
I tried on Firefox and Chrome, same result :P
🎤 tigerrenko
27. Apr 2018 · 09:32 UTC
ooops, fxing it
patrickgh3
29. Apr 2018 · 01:18 UTC
Nice concept but I think you need more content to make it interesting. I didn't know about CloudNovel, seems neat. Also you really startled me with that super loud music at the beginning, and then no sounds the rest of the game :(
HPMNK
29. Apr 2018 · 01:40 UTC
I like these novels i've been seeing on the net since few games. It's another way of expression for a jam and it's always interesting.
As all these games, it need a complete story to get his true potential, but the initial lore here can be ok for a start : )
Dyoni
29. Apr 2018 · 02:07 UTC
It took me some rounds to understand that the options disappear after a short while and the game automatically makes the decision for you. Right? I wish there were more imagery and content. I got the feeling I couldn't control my story as much as I wanted.
🎤 tigerrenko
29. Apr 2018 · 23:34 UTC
@patrickgh3 yea, CloudNovel is really fun to use, it's awesome to collab and the game is always available online (ofc you can get it downloaded, too).

@HPMNK thanks mate... I do intend to continue working on this...

@Dyoni Ah, yes that was the idea... to make quick choices before game makes bad ones for you :)
Lost Dutchman Software
30. Apr 2018 · 02:39 UTC
Neat idea, I think a visual indicator that the countdown is happening during a decision would be helpful- so that i know the game's gonna pick for me if I don't hurry up. Also I think the general text could use a little more editing, there were some confusing sentences and typos. Cool concept overall, it fits the theme well!
a_a
30. Apr 2018 · 06:49 UTC
Concept is great. I wish there was more to play. Were you planning to have this as a mobile release, considering the aspect ratio of the existing gameplay?
🎤 tigerrenko
30. Apr 2018 · 09:53 UTC
@a_a yea, aspect ratio is there primarily to make my asset-making easier, and to narrow the playing area simulatnig narrowed perception (tunnel vision) in stress situations, but yea, also to make it easier to play from the phone
Shelvid
30. Apr 2018 · 17:02 UTC
Intro had me laughing for a bit, idea is cool, wasn't too much to show at the moment as you said but you should definitely work on the game!
Rolle
01. May 2018 · 10:32 UTC
Cool game with interesting story. It kept me hooked for a while.
However, as has been said before, I didn't understand the "timing choice" at first. It wasn't obvious and I thought it was some kind of bug. You should make this more clear somehow.

Also some more sound/music/ambiance would add a lot.
Well done and with some fixes I can see this as a nice novella-type-of-game on the mobile that you would play instead of reading a book or something. :-)
🎤 tigerrenko
02. May 2018 · 14:24 UTC
thank you @Rolle I do plan to expand and yea make things more obvious (something i keep failing at in all my games, gah)
ian1337
08. May 2018 · 14:24 UTC
Not a bad idea, game me flashback to a movie Raid :)
However since there is just a blank black screen my immersion was very low :(

My background is not much lighter but it does have a cool night effect, tell me what you think :)
https://ldjam.com/events/ludum-dare/41/sam