Termination Imminent by Kizilejderha
Trapped alone in an underground facility, surrounded by killer robots and strapped to a bomb that could go off with one wrong move, fight in a battle where all odds are against you.
If you have any problems running the game, please refer to the itch.io page.
Ratings
| Overall | 43th | 4⭐ | 28🧑⚖️ |
| Fun | 43th | 3.981⭐ | 28🧑⚖️ |
| Innovation | 45th | 3.962⭐ | 28🧑⚖️ |
| Theme | 22th | 4.288⭐ | 28🧑⚖️ |
| Graphics | 162th | 3.673⭐ | 28🧑⚖️ |
| Audio | 51th | 3.885⭐ | 28🧑⚖️ |
| Mood | 32th | 3.962⭐ | 28🧑⚖️ |
| Given | 19🗳️ | 29🗨️ |
Amazing work!
The gameplay is one of the most interesting games I've seen in the jam. It takes a simple concept and adds many layers of complexity and depth to it. Additionally, each level feels different and gives a different kind of vibe, some are stealth challenges while other are brutal all out fights. I really liked the puzzly aspect of the game, and trying out good routes through trial and error (bonus points to instant restarting). One of my gripes is about how precise some parts of the game is (I almost gave up at level 3), like how missing a single shot usually means death. Still, I think the game is fair and can definitely be learned and mastered.
The constant pressure of escaping traps, dropping weapons and escaping sentries keeps me really tense. With the constant beeping music and flashing red borders every 10 seconds, it felt really tense and nerve-wrecking, as if any misstep would cause me to die. A perfect mood for a game about breaking out of a "jail"!
It's an amazing game!
The game is really interesting and fun right off the bat. It's a bit like Monaco where you're sneaking around, except it covers one of the biggest issues with that game which is the ability to just hide forever. The red zones forces action from the player, and the level design is done such that they play hand in hand together.
Would the game have been better without guns? I'm not terribly sure. I did miss some of the stealth once guns were introduced, but I can understand how there are only so many stealth designs that you can do with only 1 enemy.
The last level in particular turned basically into Hotline Miami, or if you want to use a looser analogy, the last level of Max Payne 1 where it's go time, and all you're doing is blasting everyone away using what you learned. It's very fun, very intense. I sure died a lot, but won in the end.
Overall the design is very tight. It didn't seem like anything was wasted and you guided the player from interesting level to interesting level. The intensity of the game is ramped up with all the nice effects you have in there, ESPECIALLY the exploding heads. I loved the feeling of power from the shotgun. Awesome job!
@oolimry Thanks for the in-depth analysis, this game was inspired by the trial and error style game loop of games like Hotline Miami and Katana Zero, I'm glad to hear that the game feels balanced and fair, since it's rather difficult to have good balance in games that require you to try over and over again.
@peachtreeoath I don't often get compliments about the art of the games I worked on as I'm mainly a musician, I was quite happy with the cover art and I'm glad that you share the same opinion.
The game was originally a lot more focused on gunplay, and stealth only came into play once I figured since the player has no way of hurting the enemies without a gun, and cannot receive a gun without killing enemies, I can fluidly switch between stealth and action by using the weapon pickups. I had a few more stealth levels in mind but didn't have the time to implement them.
I also thank everyone else for their nice comments and feedback, and I'll try to be faster to reply future comments :]
This is a really innovative, new game idea, that goes especially well with the theme, even though nothing goes really well with the theme. Full props for creativity. And on that note, a banger soundtrack and, again, great title screen too.
I like how you teach the gameplay as well, introducing the two main elements separately at first and then quickly letting the player figure out how they play together. The game gets hard fast, but in a way that feels fun and fair: as the player, I always feel like I know what I need to know, and I am absolutely aware that the reason I keep respawning is that I suck. Actually, on that note, maybe the one exception is the (really hard) last challenge: the fact that the enemies can see you a little bit before you can see them means that memorizing the movement patterns of that enemy with the machine gun in the center and just blindly shooting in their direction with the shotgun is pretty much the only way to beat the level, from what I saw. Maybe half a star deduction for that, even though I'm aware that memorizing some of the initial movement patterns is part of what makes the level fun, too (it's pretty much the only way to get out of the spawning area anyway, as you just have to know to point down the shotgun blindly and shoot the two enemies there, or you're just toast).
For the graphics, I like your pixels, but I feel the game would have made more sense in a top-down perspective. As it is, it just looks as if everyone was glued to the wall.
Still, all in all, the best game of the compo I saw so far.
I think it was a little hard to understand what would get me caught, so I ended up erring on staying further back and playing it safe, and I think that pulled out some of the tension from what seemed liked very thought out levels. I imagine if I watched someone play this game well I'd see all kinds of things I did poorly. That said, for a game jam this came together very well! The legal/illegal mechanics seem like you can take this game further and do more with it!
Great job!