Agent 001 by Maytch

Old-school FPS.
Agent 001, you're our only hope. Literally our only hope, because someone spent our entire budget on that gun we've sent you. We can't even afford any other Agents.
With that gun you can customize it with parts harvested from your enemies. Use it to harvest data, hack terminals, open gates, take down robots, or just shoot people with it. You don't even need to press the trigger!

Within your gun contains a circuit that runs from the 'P' Power Resource. Make sure to correctly attach your Harvest and Shoot Resources to the circuit so that the gun can power them.

Grab whatever you can from this base. Harvest their data and empty their pockets Agent 001, we need the money.
- WASD to move
- Mouse to aim
- F to Toggle Weapon Edit Mode
- Left click to select Resource in Weapon Edit Mode
- Right click to rotate Resource in Weapon Edit Mode
Unity Dev, Art + Music by Maytch.
Music is a cover of You Know My Name - Chris Cornell
Gun sounds from AncientGame16bit Audio Pack
| Link | https://maytch.itch.io/agent-001 |
| Link | https://maytch.itch.io/agent-001 |
| Original URL | https://ldjam.com/events/ludum-dare/52/agent-001 |
Ratings
| Overall | 76th | 4.014⭐ | 39🧑⚖️ |
| Fun | 137th | 3.855⭐ | 40🧑⚖️ |
| Innovation | 10th | 4.368⭐ | 40🧑⚖️ |
| Theme | 411th | 3.708⭐ | 38🧑⚖️ |
| Graphics | 259th | 3.934⭐ | 40🧑⚖️ |
| Given | 24🗳️ | 37🗨️ |
Apart from the ear-shattering sound of the harvest thing, i think the game is fun and well done
I am all in for more tile types and complexity, if you end up doing more afterwards. Lots of potential :D
Very snappy gameplay and it's very satisfying to pick up money. I'd love some more feedback on what you're doing to keep the immersion going.
Great job!
Cheers!
@pengu123 @fusionnist Thank you, I'm glad I was able to get the basic concepts in in time, I was hoping to get some more levels and usage from the weapon in the time limit.
There's the ability to stop pieces being removed/rotated in the weapon when building a level, as well as restrict what's dropped so originally the pipe pieces had more of a purpose but it didn't get used. The split pipe could be interesting if I implemented the ability for two powers to fire at the same time in a 'combined' way. Originally 'hacking' things open was going to be a separate power, and I had ideas for a power jump too where you aim downwards.
And nope those soldiers didn't deserve that :smile:, Agent 001 just wants the money.
I would recommended people go full screen when playing the html5 version. I was playing in the window and my aim was drifting to the left for some reason, but going full screen fixed it.
I had a lot of fun, and wished there was more of it, which shows there's something there :)
Good work!
(Nitpick: the sound effect for harvest had some kind of very high frequency whine in it which was a bit annoying to listen to on earphones.)
@bloodfin @cappa-games @animatrix1490 @gawain-doell @pianoman373 @elflashor Thanks to all of you, it's good to hear that people are interested in this being expanded, it's something I think I might explore in the future. There's definitely a lot that could be done with that weapon. And I'd like a way of shooting a lot of enemies and swinging around corridors occasionally too like the games it's inspired by.
@theghostoftommy When I started the jam I had all these ideas about doing a tutorial stage for it, but I ran out of time! It's those things that can take an unexpected amount of time too. Thanks for sticking with it!
@emmy-kidman There's no better compliment than someone playing your game more than once :smile: thank you!
@moonlightbomber I'm glad I could do it some justice, will have to go back and play the classics again
@enad96 Thank you!
@jcmonkey Yeah putting a limit on the raycast distance would be a good idea for this actually! It's set to Mathf.Infinity at the moment. I tried to make the walls of the game more S-shaped to help with getting closer to enemies. I was wondering if the older games had that but they never really had long distances. And yep I think I've had a few comments about the auto-shooting nature of the gun. Being able to trigger your weapon manually or maybe even toggle between automatic and manual would be good and fairly easy to implement too.
@hmrpf Thanks! You're right it the weapon mechanic definitely needs more usage. The mouse sensitivity is one of those easy customisable things I could have put in to polish the game if I had time, that and audio options. It's those little tasks that take up time.
@jormarysky @aurel300 Thanks for the feedbacks! Yep time was definitely against me here, I was hoping to get a bunch of levels and mechanics in before the deadline. Manual / toggling the weapon fire would be a great improvement on it, I also needed to give the pipes a purpose which combining powers and perhaps only having one endpoint rather than two on a power could achieve. More challenging enemies would definitely be on the list, their behaviour just rotates between running, strafing, or shooting.
I hope you continue to build on this really cool foundation over time. Excellent work!
