Unit S-2 by duskpn

Unit S-2 is a stealth action game mainly inspired by the Metal Gear series!
You are the robot known as "Unit S-2". Your mission is: Infiltrate the enemy base and steal a prototype super-battery.

There is little energy to go by, though, so you must conserve as much of it as possible. You have to balance the tension of stealth with the risk of running out of energy!
After skipping the last 2 LDs due to unforeseen circunstances, I'm happy to finally get back in the game! I'm really satisfied wth the result, too.

All music in the game is by nosoapradio_us.
UPDATE Aug 5th- Consensus so far seems to be the game is too easy, and I absolutely agree with that. I'm working on a rebalanced post jam version I'll upload soon. Of course, the main link will continue to be the Jam version, as per the spirit of the event.
| Windows | https://duskpn.itch.io/unit-s-2 |
| Windows | https://drive.google.com/open?id=0B7gWP5QnHO-pbXJjNzZ1NmhJVFk |
| Original URL | https://ldjam.com/events/ludum-dare/39/unit-s-2 |
Ratings
| Overall | 137th | 3.828⭐ | 31🧑⚖️ |
| Fun | 214th | 3.5⭐ | 30🧑⚖️ |
| Innovation | 309th | 3.241⭐ | 31🧑⚖️ |
| Theme | 185th | 3.862⭐ | 31🧑⚖️ |
| Graphics | 277th | 3.893⭐ | 30🧑⚖️ |
| Mood | 198th | 3.643⭐ | 30🧑⚖️ |
| Given | 31🗳️ | 26🗨️ |
Good job anyway!
I forgot to disable WASD in the end-Jam rush. Running makes no noise, but it costs way more energy than walking the same distance.
I'll look into this problem with the robots. I thought I had solved it =/
EDIT- I have since fixed the problem with enemies making you permanently stuck
- The graphics are super great
- The controls are tight
- The AI works well
However I've found two issues:
- If you pick up a card and die, you still have the card (same for doors which stay opened upon death)
- You can speedrun the game only pressing the arrow and z keys (and not using the other components) by being 0% stealth
Good job!
Gameplay and leveldesign needs a bit rework in my opinion. I managed to play through without using shock, drain or cloak. Thats why the abilities felt to weak and I didn't knew why I should even use them. Next level should be a bit more challenging with every ability used at least once.
Good stuff:
- Nice simple idea and gameplay, well executed (good scope for a jam game)
- Visuals and sound all feel coherent
- Simple level design and gameplay, but fun
Suggestions:
- Some areas felt like they would be more fun and interesting if they weren't so narrow (giving the player a few more options and decisions to make)
- Coming at the game with a metal gear solid mindset, I didn't understand why I was resetting a while after being spotted? Was I getting hit in a way I didn't see? Is it a direct but delayed fail after being spotted (I hope not because I'm not keen on insta-fail stealth)? Seems like it could be clearer how this works)
Overall though, good job :)
Still a fun game tho, I think the progression of the abilities might have felt a bit more meaningful with a bit more time to use them, maybe if level's were smaller and there were levels it would have registered a bit more.
Nice game :)
Also, since when I die I get to keep the keycard and I restore all my energy, sometimes I ran out of energy on purpose just to get a quick teleport.
I don't know if I tried using the powerups the wrong way, but I couldn't use the cloack nor the drain mechanic.
Overall good game, just need a couple of tweeks to become great, good job.
Good job!
Art and are cool, audio was a little rough but ok.
Controls are a little bit tricky cause walls tends to block the player. There is too many friction between the two i would say, especially with corridors.
Maybe a little bit too easy to force your way through the level.
Overall a solid entry, as long as infiltration is your thing ^^
The enemies also lose your sight extreme quickly and don't seem to be able to search around very effectively. The :interrobang: icons work well though.
Solid entry; lacking challenge. I'll checkout the post-jam version, no doubt.