Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

FantaSWATView game page

Fantasy SWAT action
Submitted by GorriDev — 2 days, 22 hours before the deadline
Add to collection

Play Fantasy SWAT Game

FantaSWAT's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

DD53 feedback videos:

Demo Day 53 videos of games starting with letters from A – J:

https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA

Demo Day 53 videos of games starting with letters from K – Z:

https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g

Pie menu is a step in the right direction. I am still bad at the game, so do not expect any sick squad plays.

Submitted

The squad controls are sliiiiick. You're scratching that Rainbow Six/SWAT itch for me and I approach the missions mainly working with my squads rather than getting in direct engagements, just like I did back in old R6. Man, I missed go-codes. I enjoy retrying missions, trying to arrest as many culprits as possible.

Only issue I had with the command selection wheel was the fact that if I kept holding the mouse button as mission ended, my cursor remained locked. Also the selection wheel itself feels a bit unresponsive, something which I struggled with in my game before.

Love that fantasy races work as different classes, when I have more time to play, I'll be experimenting with different compositions and equipment. The writing is pleasantly quirky. Music is pretty fun and adds to the atmosphere.

Developer(+1)

Thanks for playing and I'm glad you liked the game, the fact that it clicks with R6/SWAT veterans means that I'm on the right track.


Only issue I had with the command selection wheel was the fact that if I kept holding the mouse button as mission ended

Good find.

Also the selection wheel itself feels a bit unresponsive, something which I struggled with in my game before.

Yeah I'll need to fiddle with it, the problem is that I get used to the unresponsiveness so it's hard to be impartial when changing it.

when I have more time to play, I'll be experimenting with different compositions and equipment

Nice.
There'll be more officers by next DD too

Submitted

Hell yeah, can't wait for new stuff. Played a bit more and I gotta say I love the moments when a guy raises his hands up but uses the opportunity to ambush you if you lose sight of him without cuffing. raises the tension a lot.

I did take a squad of tranq dart goblins once and I found that some tangos will remain uncompliant and can't be subdued/shouted down and arrested. I end up having to kill them, with a few kicks. I would like to request an option to cuff a guy persuaded that way.

Developer (1 edit) (+1)
I would like to request an option to cuff a guy persuaded that way.

If I add the ability to arrest stunned suspects then there'd be very few downsides to less lethal weapons and I wanna avoid the vanilla SWAT 4 situation where there's almost no reason not to use the pepperball gun.
Less lethal is already a bit too strong since it can keep targets stunned even through some defensive effects that would usually nullify all damage

 I already made it so being stunned incurs a morale penalty, but I get it that it's annoying when enemies don't surrender no matter what. Morale bonuses and maluses will get some adjusting, eventually.

Submitted

The updated music is nice. 

Managed to kill myself during the grenade-tutorial by spamming grenades for fun, this is not a criticism, just thought you would find it funny. 

The squad AI is really fun to play around with, I should record myself playing this sometime, I think you would have a laugh at how stupid I am. My core instinct is to shoot everyone so some of my tactics do not really pay off in successful missions. 

Here are some fun examples: 

Send in the boys while I stay behind and just yell at everyone to surrender. 

Send in the boys and throw in a grenade or two. 

Throw in stun grenades, send in the boyz and beanbag people for good measure. 

Here is a scoring suggestion: how about a “carnage mode” where you get scored on brutality instead of trying to do good police work? Arresting someone first then grenading them before sending them to the penal zone grants extra points. Yelling at someone who has already given up grants extra points. Beanbagging or stun-grenading the bros grants extra points. Arresting humans but shooting gobbos gives extra points, or the inverse depending on what race you are playing as… 

Gameplay suggestion: Some kind of stun-mine which you can use when you learn in people… 

I have a lot of fun when I try to do missions seriously, I also have a lot of fun when I just try to do some crazy moves not necessarily intended to be good policework… If I can get a good mic going I will record sometime. 

GO GET EM BOYZ! *throws in grenades behind the fellows while yelling at the crooks to surrender* 

I might have more for you later today.

Developer

Thanks for playing, I'm glad you had fun, it's hard for me to stay objective with my own game so it's always good to hear people say that.

Here is a scoring suggestion: how about a “carnage mode” where you get scored on brutality instead of trying to do good police work?

An "opposite day" game mode would be funny yeah, but I've got a lot of normal content planned already that I should work on, although one of the planned campaigns is an "off the books" sort of deal that won't have any of the police work restrictions, that's a similar concept.

Gameplay suggestion: Some kind of stun-mine

Good idea, I'm adding it to the to-do list.

If I can get a good mic going I will record sometime. 

That'd be sweet, gameplay videos are always useful.

Submitted

I recorded my fumbling through the demo with no commentary: https://youtu.be/CGyQlFNwSxo

I already beat the tutorial before recording so some stuff is missing from this, but I'm doing it again. 

During that tutorial mission where you're taught Z and X key, I have no idea what this does. I tried to figure it out before recording and I just gave up.

The AI team behavior are very impressive, how they position themselves for opening doors and how they clear the area.

The mission briefings are well written and are fun to read.

The characters sprites and movement look cool. There also a bit of Counter Strike 2D nostalgia vibe.

I'm more of a beat my head against the wall until it breaks kind of guy so I completely forgot you can customize your team and load out.

Overall I feel like I don't know how to play properly. I know the mechanics, but not how to use them.

For example C4, I don't know what to use it for. Or how to throw grenades with team mates safely and accurately.

Developer

Thanks for the video, I liked the little mouse wiggles of joy at the end, although the bombs should have exploded, whops.

I noticed multiple people didn't experiment with team composition and that probably makes things harder considering that goblins aren't the best stat-wise.
I should probably use a better default option for team composition than 5 goblins.

you're taught Z and X key, I have no idea what this does

It only works while the right click command menu open, it makes it so the squad will wait for you command before executing a command, this is so you can give Blue and Red different orders and have them execute simultaneously, like breaching two close doors at the same time so the suspects in either room don't have time to react.
It's unintuitive for sure.

For example C4, I don't know what to use it for

C2 is placed on doors and it destroys them immediately, it also stuns enemies behind the door in a pretty wide cone.
Right now the optimal way to clear a room is to give your squad a breach -> with C2 -> and clear command since it usually stuns everyone in the room.

Or how to throw grenades with team mates safely and accurately.

Use -> Nade aims at the cursor, this way you can use it to make it bounce on walls
Move and -> Use -> Nade brings up a vector for precise aiming from the point you told them to move to
Breach -> kick/C2 -> And Use -> Nade has them breach the door and toss a nade in the other room, they try to make it bounce on the door itself or the door frame, if they can't do it safely they will just throw through the door and hope for the best.
To be perfectly honest, none of these methods is either safe or accurate, they work most of the time but when they fuck up they fuck up hard.

Thanks for telling me about these unintuitive mechanics, I should probably add a "babysteps" campaign to act as a tutorial+ sort of deal.

Submitted(+1)

First time trying this one. I found this game rather hard at first but thats just because of not being used to this kind of tactics game, could acomplish some missions after playing for some minutes. 

Feedback:

- It requires a lot of precision to trigger the 'use E' text when hoverin over an object.

- At some point during the second 'give orders' tutorial mission, the give orders bugged and orders given were taken by both red and blue teams.

Developer

Thanks for playing

Are you sure the give orders was bugged?
Red and Blue team can act independently but gold orders are meant for whole squad.

Submitted(+1)

You're absolutely correct, I went back and checked, the label was golden when giving orders to everyone. One suggestion would be to make this a little more visible for the player.

Submitted (1 edit)

video feedback: https://www.youtube.com/watch?v=U_MxemWB2Jo

I really found the missions difficult and struggled a lot to get through them. Not sure if it's a knowledge issue on my end or if the game is just really difficult.

Developer (1 edit)

Hey thanks for playing, I really appreciate the feedback.

The game loads the last-used squad loadout by default and since you went from a single-officer level to a regular squad level it spawned you without squadmates.
Also you didn't notice that finishing a level in a campaign and going back to the main menu will unlock and select the next level in the campaign, meaning you ended up skipping the rest of the tutorial

That's unfortunate but also the menus are all the default Godot gray and I understand that the eye isn't exactly drawn anywhere important, my menus need better readability for sure.

Thanks again for playing, the video was really helpful, hopefully my menus will be more intuitive by next DD.

Submitted

Played until the game crashed on the last set of levels. Normally don't like shooting games but the top down view was nice. Definitely takes some skill to manage your party  efficiently, I usually just defaulted to either follow or have them move and clear an area if I was low health, since I could click 2 or 3-5 fast and not need to bother to remember any other combinations. Probably could have cleared levels faster if I used the units better but it was fun just banging my head against the levels going loud every time. During the last set it seemed kinda random if hostages died or not though, sometimes they would be fine during a shootout in the room sometimes they would die when I was still clearing the first room.

Developer

Thanks for playing!

I just realized that I don't have a tutorial for hostage objective, that will be rectified in the future.
Basically a suspect will be designated as an "executioner" and will stand next to the hostage, killing it when he gets line of sight on an officer.
I can see how that can be confusing on the first hostage level where there's some long sightlines that executioners can see you from, my bad.

btw do you have any idea of what caused the crash? 

Submitted

Sorry, I have no idea what caused the crash, I was playing for awhile and everything was smooth (don't know exactly how long around 30min-1hour) but then suddenly the game froze then I got the program not responding message then it crashed.  I was playing the first hostage level and had just respawned in when this happened but I had already restarted a bunch of times and everything was working fine till then.

Submitted(+1)

This has come a long way since the last time I tried it out. It's a ton of fun, feels super juicy and satisfying to play. I really, really like the clean, simple menus. The music's fitting and not at all distracting. The sound effects are super meaty.  I love tacticool games, and this scratches the itch better than most. Having my plans work out perfectly is super fun. Having my plans completely fall apart and turn to a shitfest is even more fun. I'm trying to con one of my friends or some anons into trying multiplayer with me (although I don't know if a LAN tunneler like Hamachi is going to work), so if I manage to grab somebody to play with I'll update this with further thoughts. I can't wait to see more, regardless.

Developer (1 edit)

It's hard to stay objective about my own projects, so I'm really glad to hear people are enjoying the game.

VLAN should work for coop, make sure to download the latest version because 53.0 had a game breaking bug for coop sessions.