PARAD🕑X SECURITY by grizeldi

Paradox Security is a time travelling stealth game in which you are a PSC secret agent, tasked with taking down a paranormal anomaly. Armed with your trusty SMG and a time belt, you have unlimited attempts at taking it down. Working together with the past versions of yourself, there's no way you can fail, is there? But beware, if the past agents see you, a time paradox is created and all the future timelines are destroyed.

How to play
As the commander on the radio will tell you, it is of utmost importance you neutralize this anomaly, and for that a diet of same-day delivery lead is recommended. For any one man alone that would be a death sentence, but luckily you have an ace up your sleeve - or more accurately on your belt.
The anomalous belt will set a time when you land and every time harm may come to you it'll send you into the past to that point in time in your current location.
The original you will of course do what you did before, but now it's your turn to assist him without causing a timeline change. If the past you sees the future you the future will be changed and current you will cease to exist, but the past you can always retrace your steps.

Controls
WASD to move, space to jump, left mouse button to shoot.
Minimum requirements
Due to Godot engine's incapabilty to batch multiple meshes into a single geometry, the game sadly has too many draw calls for an integrated GPU to handle, even if the graphics look simple. So a dedicated GPU is required, or your experience might be terrible. The weakest dedicated GPU we tested on was a laptop GTX 1050Ti and it worked fine there. Intel integrated GPU ran the game at 10FPS which is the main reason we're adding this warning.
Team
Programming: MoffKalast, grizeldi
3D art: negdo, grizeldi, cars from kenney assets (car-kit)
Level design: negdo, Timotej979
Music: Timotej979
SFX: Some made by Timotej979, most from various SFX repositories
UI/animation/VFX/whateverelse: grizeldi, MoffKalast
| Youtube | https://grizeldi.itch.io/paradox-security |
| Youtube | https://grizeldi.itch.io/paradox-security |
| Original URL | https://ldjam.com/events/ludum-dare/47/paradx-security |
Ratings
| Overall | 524th | 3.686⭐ | 45🧑⚖️ |
| Fun | 574th | 3.535⭐ | 45🧑⚖️ |
| Innovation | 241th | 3.864⭐ | 46🧑⚖️ |
| Theme | 405th | 3.953⭐ | 45🧑⚖️ |
| Graphics | 747th | 3.616⭐ | 45🧑⚖️ |
| Audio | 501th | 3.5⭐ | 45🧑⚖️ |
| Humor | 695th | 2.833⭐ | 41🧑⚖️ |
| Mood | 442th | 3.721⭐ | 45🧑⚖️ |
| Given | 60🗳️ | 60🗨️ |
The first time I klicked StartGame- I wondered why nothing was happening, but the second time I waited and the game did start.
Game is running, I dont understand why people write they coudn`t play it.
EDIT: took around 5 seconds to load off my HDD.
Edit: It should load properly on splash now and launch instantly when you click Play.
(also a tech question, was the player a vehicle body with a single wheel to make it look like hovering?
and are you planning to share the source?)

The hovering effect was achieved by applying different amount of upwards force to the player rigid body every frame, depending on the distance from the ground.
Historically, we didn't share the source for our Ludum Dare games, but at least personally, I'm not against it. I'll ask the others.
The player hover is a downwards physics raycast that applies the force upwards, with the player RigidBody being axis locked for rotations except around Y. It uses physics forces for turning as well with high damping. It's our own person controller thing that I made for our previous Jam but improved and adjusted it further in this one.
The "time code" is the more interesting part of this one though :P
I appreciate your responses and explanation. I'm sure the time stuff is intersting tho, well done. :wink:
Nice job :)
try to play but did not realy understand the mechanices?
but reaky enjoyed the exploration
But it is a little inconvenient to master all the mechanics the first time, the sounds are very loud, in general, excellent!
@squidzilla Thanks! We actually spent like two days mostly doing just the town ahaha, while we figured out how exactly to set up the rest of the gameplay. We even had to pivot once in the middle since it was originally going to be a find-a-bomb-using-clues thing that didn't quite make sense in some ways. We might actually make a full version sometime along the line...
@curly Yeah I agree about the sounds, the SMG is kinda grating (we should've randomized the sound pitch a bit) and the music should probably be louder.
@curly @snotax Yep, the concept itself is confusing enough but we really didn't have much time left to make an elaborate tutorial which would've improved things for sure.
@bjornstahl Not being able to dodge the anomaly's attacks is more of a feature than a bug :stuck_out_tongue: After all it adds more opportunities for time reset.

The more "correct" way to handle that would be to do another one of those timeline deletions that happens when a past self sees you and you merge, but it's up for interpretation.
The game is in debug mode. I believe it might be a bit easier on the computer if you export without it.

Great entry.
Cheers
I liked the mood created in this game. The graphic style, lighting and music worked together well.
Shooting could be better, I think. Because aiming controls a camera controls are really one and the same, sometimes I found myself having to aim at the Anomaly while not really even seeing it (as the view was blocked by my character or some other element). Or maybe I was doing something wrong? Some crosshair for aiming would be nice as well.
I really loved the concept of my present self and my past selves sort of working together. And the fact that you could actually save your past self by distracting the Anomaly was awesome. I bet you can get to all kinds of shenanigans with this :smile:
Game played fine for me on a technical level, but I would have to agree with others - a crosshair would've been nice, or just the hitbox/ model of the anomaly being much larger.
Nethertheless, it's always super awesome to see a 3D Godot title! Keep it up!
@fabula-rasa, @sharked and everyone else requesting a crosshair: the aiming is automatical, the only thing the player needs to do is get close enough that the anomaly is in range of the SMG and hold left click :smiley: That said, we could add a crosshair, it shouldn't be to much work.
Although in general we went for this autoaim mostly to simplify the action recording (we only had to store one boolean for the firing/not firing), but a more ideal version would be true 3rd person aiming.
Cheers!
And Oh man !!! what a polished entry for the time you had !!!
I really love the concept a lot ! it as a bit of **TENET (Christopher Nolan)** vibes in it.
At start the games seems "easy" but IS NOT ! ahah
The fact that you have to be ultra aware of the position of each iteration of yourself is really brilliant !
In my opinion, such a concept could be extended and end up being a multiplayer game or something.
The Stealth and aim mechanics could be a bit more developed. I'm quiet a fan of the Metal Gear serie.
I really love the lights tho.
At some point this is the only way to find the anomaly or your self!
The mood is super cool. I mean for a game that only has a simple gameplay mechanic and a world without any human.
The music is super cool and the fact that you see yourself it brings this "multiplayer feeling".
The player is populating the world. Brilliant :-)
> +1 for putting Linux first in your itchio page :D
Even though I am primarily a linux user and the builds were done on linux, this one is entirely to blame on the fact that alphabetically, linux.zip comes before win.zip :smile: