Operation: Small World by mikethewayne

Play as an international super spy in the 80s, saving the world from the Soviet's developing their teleportation technology.
Controls: [W][S][A][D] = Move [E] = Descend stairs [T] = Skip [Left Click] = Shoot Gun
Created using: - Java Eclipse - Paint.NET
Currently lacking: - Audio (Play Crockett's Theme by Jan Hammer in the background for extra atmosphere) - Walls (Yep)
Game Download (Java)(Source): https://www.dropbox.com/s/ssolt6297edctcr/LD38%20OSW.rar?dl=0
Ratings
| Overall | 532th | 2.318⭐ | 24🧑⚖️ |
| Fun | 533th | 1.864⭐ | 24🧑⚖️ |
| Innovation | 529th | 2⭐ | 24🧑⚖️ |
| Theme | 515th | 2.364⭐ | 24🧑⚖️ |
| Graphics | 472th | 2.542⭐ | 26🧑⚖️ |
| Humor | 188th | 2.905⭐ | 23🧑⚖️ |
| Mood | 471th | 2.45⭐ | 22🧑⚖️ |
| Given | 52🗳️ | 9🗨️ |
If you happen to continue your game development in Java, I suggest to take a look at libGDX as a game framework.
Despite all of that, I think the game still has the potential to be fun if you improve the gun (so that it either shoots projectiles or a line that kills anything that it hits, rather than a point-and-click attack) and increase the number and aggressiveness of the enemy Soviets.
The concept and the mood were both good (although some music would have worked wonders), but the gameplay itself definitely needs working on.
Regardless, congrats on getting a game out for LD. I hope you keep making games and that you keep improving with each one that you make!
-Skruffye
I can feel the tremendous love and huge desire to bring something to life here in the game. Every developer I know who genuinely cares about games has had a moment similar to this one, where they say "Ok ok sure there's no anims and the walls aren't actually real and the shooting is just a yellow DebugDraw but if you play it and squint your eyes and listen to Crockett's Theme it TOTALLY WORKS!"
Yes. This is a true thing. I'm glad I played this, I'm glad you made it. Keep pushing and training and making cool stuff, your next LD game will shine even brighter. As a South Florida boy at heart, I will always upvote Miami Vice.
1. The text disappears too quickly in the opening cutscene. A good rule of thumb for that: try reading the text slowly out loud, and if it disappears before you're done reading aloud, then it's too fast. Though in this case, it might be better to just give the player control over when they want to advance to the next line of dialogue.
2. The text that says "[T] Press to skip" should probably say "Press to continue" instead. "Skip" implies that you'll be missing something (presumably a cutscene) if you move on, so players will think there's going to be a cutscene to watch, whereas actually the same animation just keeps playing indefinitely until the hit 'T'.
Nice game dude, I had fun, good job
Anyways, the game had a good atmosphere, but was lacking a lot of gameplay. Give it some more work and it's sure to be very epic. Good work and good luck.
There is a foundation here, on which to build a fun experience. But, in it's current state it is a bit lacking. I went about 10 or so floors, hoping to see the end, but nothing seemed to change from floor to floor, except where the stairs were at.
Great effort, though. And with some added functionality and more variety - this can be turned into a fun game.
I'm glad that at least someone got the Miami Vice reference, that was pretty much the basis of this game, so thank you madjackmcmad! Unfortunately, the time frame didn't lead to a lot of development of the game itself, I mainly focused on the intros and ending, I wanted to try a story focus which I had never done before (I usually use LDs for experiments). I'm also glad that few people noticed there were no walls! That's an important thing to note: walls should be the last thing on the list, as a player's habit can fill that in.
I haven't been able to test it on a mac, I just trust Java to handle it for me, although with recent LDs I've had similar complaints from mac users. I have tried some of my LDs on macs, some seem to work, some don't, which seems odd to me.
The [T] to skip button is always active by the way, if you want to skip entire sections of the game, and get straight to the ending, etc. I used it for testing.
I'm also unaware that you could go 10 floors (If you even did ;) ), I set it to only be 4 floors, but to be honest, I didn't test this, and nor would I want to, the actual game-play part of this game was there so that there was something, but I wouldn't have wanted to sit through that myself!
To spoil the ending scene, Crockov and Tubski betray you, being undercover agents from Moscow Vice (another reference). You then have a verbal fight with them. It's a shame that nobody reached that point, though I wouldn't have expected anyone to go through the gameplay bit, hence why I left the skip button in.
If you do wish to witness the ending, press [T] again when the gameplay bit starts.
To conclude, thank you all for your brilliant feedback, It's truly empowering to receive such kind words, and extremely useful to receive your criticisms.
I hope to see everyone next Ludum Dare!
-- Michael