wukkopi 2013-08-26 19:36
Fun game, unique concept. Very well put together.
Foon → Ludum Dare Explorer → LD27 → Tactical Mission
By hunlyxxod
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2 | 80 | ||
| Innovation | 45 | 3.94 | ||
| Theme | 64 | 3.87 | ||
| Overall | 109 | 3.64 | ||
| Fun | 282 | 3.28 | ||
| Mood | 566 | 2.71 | ||
| Graphics | 676 | 2.70 | ||
| Audio | 710 | 2.24 | ||
| Humor | 902 | 1.62 |
Fun game, unique concept. Very well put together.
Really interesting idea, though I found it quite hard to do the teamwork parts (like level 3).
Cool game. Like the drawings of the movement of your members.
Get's pretty complex in "First Mission" and "Last mission".
@Taiters: Yes, being synchronized is hard but you can do a section as many times as you want.
If you fail your timing, press space to deselect you unit, go one second before the action (click on the timer bar or press play until you are at the correct time) and reselect the unit to quickly retry.
Just in case: you are not supposed to kill the two guards at the same time in the level 3.
The core mechanic here is interesting and unique, but also confusing and frustrating. A little more work, and you could have something really revolutionary here.
This is very smart. There's a few games where you use multiple play throughs, but this is the best executed.
I should point out that knowing you can click the timeline to skip back and forth is pretty critical to making the interface usable. You may want to leave a note in the instructions up there, as it was not obvious to me at first.
Once you get a hold of how to manipulate the timeline this thing becomes remarkable. It is, perhaps, the smartest implementation of tactical puzzling I have ever seen.
The ability to instantly and partially reconfigure any one of your characters' behaviours resolves many of the frustrations inherent in squad tactics games (losing after a long fight, making a superficial error and dying/having to reload, etc...). It also permits much finer balancing of tactical situations because as a designer you can think about individual moments rather attempting to balance an entire encounter so that there are enough (but not too many) solutions.
Just off the top of my head I can think of several AAA games that would have benefited from this variant on the rewind mechanic: Baldur's Gate (also Dragon Age, etc...); Rainbow Six; Commandos. Essentially any game where the point is to emphasize tactics and configuration puzzles above reflexes and risk/tension. You could also very easily turn this into an actually-good version of the insipid 'hacking' minigames we see all over the place. You could do all kinds of stuff with this.
This game is awesome. You should take this further; the idea has a lot of good potential. It'd be really nice to see more unit and enemy types.
I think that the difficulty takes quite a leap between levels 2 and 3.
Nice game mechanic. Good job.
Couldn't beat level 2, but if it was easier and had a tutorial I can easily see the greatness this game could have, it's very well made and I love the "repeating" movements, that was very impressively done. You can expect a great rating from me ;D
I love the VCR functionality in the game. What a cool concept. Good use of theme and awesome gameplay!
It took me a while to figure out that you don't need to start all over again if you mess up the timing once :P But WOW, this game makes you feel so badass when it all comes off perfectly, and you just see all of the spies moving together picking off enemies one by one! Really enjoyed it!
I like the idea and the mechanic after I understood how it worked.
Now that's a grand idea!
Just noticed that with space you can also end the run cycle (and don't have to wait til the 10 secs are up).
This could be a really nifty game!
Nice use of theme to create a single player team coordination game
Wow. I am speechless. This is amazing. Fantastic game with awesome gameplay mechanics. I love it.
This is such a great and challenging game. There are only a lot of small things that make it less fun. The fact that there is no sound for enemy guns, that it's not clear when you die, there is no level menu. Other than that, the game
has a great concept, and I also liked those arrows.
Nice game! Had alot of fun with it :)
Sorry. I didn't see the select level menu there. The actual mission levels are pretty hard.
Introduces concepts brilliantly, but the difficulty spike feel immense. None the less, I loved the mechanics behind this very clever game. It's innovative, unique and fun.
The sound effects could use more subtly but they get the job done and work as feedback. The improvement I'd like to see post dare are more levels bringing a gentler curve, understandably difficult to in 2 days with such a complex concept but valiantly attempted none the less with two excellent tutorial levels.
Genuinely brilliant idea and excellent execution, I'd love to see more of this.
Ehm, didn't really understand this one o.O Since you were explaining it as I went along it kind of made sense a bit more, but at heart I really didn't get it very well. I think I would have enjoyed it a lot if I got it though ;)
good job
Nice idea, I really like the path line in the replay mode :)
This is brilliant. Very tricky to get the hang of but once I did I spent quite a while working out the levels. I still haven't quite managed to do final mission but I intend to return to this and try again. Outstanding game!
Coolest concept I've seen!
I'm really, really impressed with the mechanics here, and the presentation is gorgeous (I really love the arrows). Two of the levels are a bit daunting compared to the rest, but all in all, you did an amazing job on this. I can't believe you pulled out a rewind mechanic this polished in just 48 hours.
All it needs now is more levels and some ambient military music. :)