Very short game that gives you the ability to possess a person in the map, which you then use to complete it. I started to late on this project, resulting in a very short game, i also had to cut mechanics which allowed the game to have more depth. But this was a good practice nevertheless and I can use the feedback to turn it into something better.
I made a game like this one last time, and it turned out worse than this one, in my opinion. On the whole, solid mechanics, though I would say you should probably fine tune the combat some, if you want that as a focus, or the stealth, if you want that as a focus.
I also like the graphics, good style for a 3D LD.
Well done!
I would mark this as a windows download, anyway its best to hit download on the first dropbox screen there. As far as the game, short but a TON of fun. I loved the physical mechanics of t he gun play and the hitman style stategerie. Nice.
Cool mechanics, nice graphics. I also like the physics of the characters. The camera is not great, it limits the vision of the map, so I can't shoot a guy that is far away. Sounds are solid. Nicely done :).
Have to say. The good part about it is I wanted to continue to play it and I think you could improve on the feedback towards the player. I had no idea when a character agroed me and everything was rather sudden. I like the idea of a possesion mechanic and it would be better if you could do it troughout the game. I read that you only had so little time so thats why.
Short but interesting stealth action puzzler; I like the strategic element in choosing which character to possess. The clean aesthetics, and the feel from just a splash of color was really nice. I love that the characters have tiny little noses, too!
There were some difficulties caused by the camera angle in the second level; the melee guard after the door couldn't be targeted effectively when he was obscured behind that wall, and they moved faster than you could get far enough into the room to get a shot. I had to cheese his line of sight and retreated to finally get him.
Thanks for putting this together, even if it was short. I had fun! I wish you luck working on your future, more feature-complete version of the game too!
Solid game here. I got a bit of a hotline miami vibe from the one hit kill style. Liked that a lot. I felt the gun was a bit too powerful as I could clear rooms very easily with it. Still I'd say good job with it, enjoyed playing.
The mechanics are simple and well designed. The 3D is good, but without texture (unless you wanted that way). No music but there's acceptable audio.
It could be great that the gunner moves to a better position when you are under cover. It gives more combat complexity and it's better than be a "crazy turret".
Also, it could be awesome if you can possess more than one per level. And the one possessed before becomes normal after that. It could gives more depth on game and level design.
Thanks for the feedback guys, very much appreciated!
Very good points have been made, I have already changed quite some things (added path-finding, feedback on detection, possession-swapping mechanic will be usable in later levels that have the proper design for them).
And much more to come, I will do my best to release the post-ludum version on sunday.
I also like the graphics, good style for a 3D LD.
Well done!
Very nice entry!
There were some difficulties caused by the camera angle in the second level; the melee guard after the door couldn't be targeted effectively when he was obscured behind that wall, and they moved faster than you could get far enough into the room to get a shot. I had to cheese his line of sight and retreated to finally get him.
Thanks for putting this together, even if it was short. I had fun! I wish you luck working on your future, more feature-complete version of the game too!
I feel like the gun maybe made some parts too easy, but overall I liked the concept and general gameplay.
On the first level, I had a melee guy go through the wall and get me, which was a little frustrating and surprising, but I'm guessing that's a bug.
on the downside the controls are unresponsive at times and it could use background music.
It could be great that the gunner moves to a better position when you are under cover. It gives more combat complexity and it's better than be a "crazy turret".
Also, it could be awesome if you can possess more than one per level. And the one possessed before becomes normal after that. It could gives more depth on game and level design.
Overall, the game passes. It was fun :)
Very good points have been made, I have already changed quite some things (added path-finding, feedback on detection, possession-swapping mechanic will be usable in later levels that have the proper design for them).
And much more to come, I will do my best to release the post-ludum version on sunday.