FoonLudum Dare ExplorerLD52 → Agent 001

Agent 001

By maytch

View on ldjam.com

CategoryRankScoreCount
Overall764.0139
Fun1373.8540
Innovation104.3640
Theme4113.7038
Graphics2593.9340

Comments

zsharpfire 2023-01-09 23:17

Nice game, finally something a little different from the other games.

Apart from the ear-shattering sound of the harvest thing, i think the game is fun and well done

pengu123 2023-01-09 23:31

This is a very creative game. I always enjoy when there is an "edit" mechanic, and this does it really well!

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!

fusionnist 2023-01-09 23:34

Yoooo! Glad to see you participate. This one's a banger, Maytch! The kind of proof-of-concept that really shows potential. I certainly hope those cute soldiers deserved that :/ Cheers!

maytch 2023-01-10 01:37

@zsharpfire Thanks! Sorry about the harvesting sound, I only managed to get that in 15mins before the deadline and my ears aren't what they used to be :smile:

@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.

bloodfin 2023-01-10 02:36

This is such a fun concept to play with, lots of potential to really trying to optimize your gun build with that puzzle. Snappy and a lot of fun, great job!

cappa-games 2023-01-10 02:42

You can definitely feel the inspiration from doom and goldeneye here and I like it a lot. The upgrade system is very unique for a first person shooter and would be interested in how far this can go. Having speed upgrades, armor, etc.

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.

animatrix1490 2023-01-10 03:05

I really liked playing this. I liked using different abilities to interact with the environment and enemies. The audio was pretty good--not too loud or grating, which is good since there's quite a few repeated sounds. The pixel art was lovely. I'd love to see this game expanded on!

jormarysky 2023-01-10 03:21

Woohoo, another pixelated fps. Have to try this one tomorrow

theghostoftommy 2023-01-10 03:46

I found the start really difficult, trying to figure out how the UI and shooting work, but I'm glad I stuck it out because this is one of my favourite submissions so far.

gawain-doell 2023-01-10 04:00

I liked the upgrade system, it's a good start to a puzzle way of fighting enemies! I can certainly see expanding this into a bigger game with different powers, combos, and then enemies to match. This is a great start and fun as is. I'd love to play a bigger game that really digs into the puzzle/shooting/actions system, it was addicting to "grow" my weapon output this way and even trap myself with a string of harvest commands out of greed. This is a great concept, and I want more!

emmy-kidman 2023-01-10 04:25

This is lovely! The pixel graphics are really cute. It did take me until the ending to realize I was collecting harvests and shots to use, but the aha moment that came after was really fun and I played it through a second time. Nice job!

pianoman373 2023-01-10 06:41

Ooh I'm a sucker for these 3D pixel art games. I absolutely love the aesthetic. The weapon modification feature was cool but never felt entirely needed. It just felt a bit tedious swapping out components. I really like the idea though and hope it gets expanded.

moonlightbomber 2023-01-10 08:29

I was in a Doom mood recently, playing Doom 64, Sigil, and Chex Quest. Thanks for making this to remind me why I like Doom's classic gameplay.

elflashor 2023-01-10 11:33

That is a really neat prototype! I really like the electronic/impulse board mechanic, and expanded this could get reaaaally interesting and fun! I had a lot of fun, and wished there was more of it, which shows there's something there :) Good work!

alex-de-la-cour 2023-01-10 13:39

Great stuff! Awesome art and cool music, this really felt like I was playing one of those 90's shooters ripped right from my childhood, and I thought it was just the right length, difficulty and complexity for a game jam. I had a blast!

enad96 2023-01-10 15:02

Nicely done 2d/3d combo. Original gameplay that is fun!

jcmonkey 2023-01-10 16:03

interesting game, in my opinion the raycast was a bit too long, i could snipe ppl out from a distance with a pistol :D. the control panels were a bit wonkey when you got too close to them you could see the bilboard over rotate and break the immersion. funny thing at first when i started playing the game i thought it was broke and the auto shoot thing was because of the web problem. had a laugh when i figured out the game. was really fun to play nice entry.

hmrpf 2023-01-10 18:27

I loved the mechanics and with a bit a time to add some level design and weapons, I could really see a great game out of it ! Good Job in so little time. I wasn't really pushed to use the weapons edit mode beside switching between the two and for the last "boss", so maybe add a progression where you use it more and more. Last thing, I almost couldn't play with my mouse sensivity. Could be a neat option ! Again Awesome work !

jormarysky 2023-01-10 22:34

Concept is great, execution not so much right now. It has some attempt to make use of it's novelty, but that is only the last door puzzle. So very underused the mechanics are. But there is great potential for that kind of weapon logic. Does not even have to have autofire, it could run it's logic chain when triggered manually. Would make it more controllable and I think it would feel better. Needs also more varied enemies that each need their own kinds of combinations of harvest and attack to beat down and more different kinds of modules. So yeah, post jam could be interesting for this game.

aurel300 2023-01-10 23:54

The idea is interesting but also a bit awkward! I can see there being interesting way to use the central mechanic but as it is, there is little reason to not simply put as many shoot/harvest blocks in a row as I can, depending on what I am currently facing. This is a kind of puzzle gameplay element, which would (maybe) work better if the game was split into separate levels, where I get to see what I will be facing and can choose my gun sequence but then cannot modify it as I am playing the level. Also, since the gun sequence executes so fast and the enemies aren't really all that aggressive, I can just snipe them from afar without getting hurt very much.

(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.)

maytch 2023-01-11 01:53

Thanks everyone for all the feedback and ratings so quickly, I hope to get some time in the next few days to go through all your games! Once the headaches subside.

@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.

maytch 2023-01-11 02:11

@alex-de-la-cour Thank you! It was definitely inspired by Doom and Goldeneye!

reflextions 2023-01-11 03:19

Really cool mechanic here, would def be interested if you keep building this out.

slush 2023-01-11 05:05

Really well done, love the gun sprite. Unfortunately I was getting mouse drift on my system.

jfeeefl 2023-01-11 17:56

Doom-like artwork really attracts me! And its paced combat play is immersive! However, based on present system, strategy can be more deep if block system can create a application more than a single lined shooting period; Or to add some obtacles or block with certain buff or debuff in the panel tile, which may deepen the strategy of tile management. Whatever, I really enjoyed your game!

luhuchiha 2023-01-11 23:47

Great game! Mix of Doom and Goldeneye vibes which, as you already mentioned, were an inspiration to the game. The shoot/harvest grid mechanic was really interesting. Great job!

coke 2023-01-12 07:41

Cool conept, nice DOOM-LIKE

jk5000 2023-01-12 10:46

This is an interesting and pretty well made jam game. Feels a bit slow, but else a good game. Love the visuals. The gameplay idea is super fun and interesting. Overall a good game.

tempest-smh 2023-01-13 00:02

I really enjoyed the mechanic of building the firing and harvesting pipes!

arthur-mairs 2023-01-13 11:41

This was super fun! reminds me of Goldeneye! Also the music was good, love that song! Really good entry!

she-wrote 2023-01-13 13:24

Great core gameplay! So much fun! Well done!

dom-de-re 2023-01-15 12:15

Nice mechanic, hadnt really seen that in anything before!

richard-jedlicka 2023-01-15 20:10

Interesting game. It was somewhat fun, especially after I realized what to do. How many graphic designers did you have :D, I love the weapon style and animation, but miss the pixelated environment :_(.

maytch 2023-01-15 21:50

@richard-jedlicka Thanks! It's just me, so the environment is just some 32x32 sprites painted on using the terrain object in Unity. It seemed to be the quickest way of doing it!

chompdev 2023-01-16 03:23

Your idea is fun and has some serious potential! Aside from the obvious nods to the classics, the rewiring mechanic also makes me think of Gunpoint and I'd love to see you flesh out this idea more after the jam. It might also be fun to have a few different types of weapons and tools, each with their own number of slot types and grid squares, so certain pipes and nodes will only fit into certain weapons. Maybe a slow-firing weapon like a revolver can deliver one big electrical surge into the network to overwhelm a specific security camera, or a faster weapon can deliver a series of small pulses that creates minor static on the network, causing a key-carrying guard to come and investigate the server room.

I hope you continue to build on this really cool foundation over time. Excellent work! score49.PNG

koboldskeep 2023-01-20 23:12

Hey, this is an interesting one! That's a neat mechanic, there's a lot you could do with programmable guns. I'd love to see more stuff in it.

raggedyjam 2023-01-26 07:44

Absolutely loved it had heaps of fun playing around with the cool concept of the wiring to fire or harvest. I liked the music visuals and feel of the game. I really hope this idea could become more of a game for me to play later on with some focus on different ways to use the wiring. I also thought it was cool that I could harvest things from people while they were still alive even though it didn't seem to have much purpose here. Great job I hope to see more!

dimesto52 2023-01-26 13:44

I really like this system and I would have liked new enemies with new action for the gun