Wow! As people said already it's mind-blowing to have that production quality for a month long jam game. The cutscenes, the 1st-person interactive sequences, that is so cool. That was hot stuff in 2005 with Condemned and such and now we see it in a jam game... man... The shooting feels satisfying, the swat design is super nice. Great job!
This game looks gorgeous. Cut scenes, voice acting the whole works. I'm guessing you didn't have time to finish the AI as most of the time they just stood there and let themselves be shot to death. It would have nice to have the gun reload if you fired it when empty, and maybe a lowlight vision or enemy sense as it was tough to see the enemies in some of dark areas.
You're so right, the AI took a big hit due to the time crunching! Yesterday I got them properly looking at the noises the player makes and it really fixed a lot of issues with them, there's still a few things I need to fix with them, but they are on their way to feeling a lot more like enemies and less like shootable props!
I had planned for a kind of Auspex power, but I ended up not being able to figure out the shader that would have outlined enemies so I had to cut it, but for accessibility I don't think doing some lighting balances in those levels would be too hard!
I am definitely going to put in that reload when clicking while empty, that's a really good quality of life feature!
Thanks again for playing and thanks for your feedback!
Comments
Wow! As people said already it's mind-blowing to have that production quality for a month long jam game. The cutscenes, the 1st-person interactive sequences, that is so cool. That was hot stuff in 2005 with Condemned and such and now we see it in a jam game... man... The shooting feels satisfying, the swat design is super nice. Great job!
This game looks gorgeous. Cut scenes, voice acting the whole works. I'm guessing you didn't have time to finish the AI as most of the time they just stood there and let themselves be shot to death. It would have nice to have the gun reload if you fired it when empty, and maybe a lowlight vision or enemy sense as it was tough to see the enemies in some of dark areas.
But it was an impressive project.
Thank you so much! I'm glad you liked it!
You're so right, the AI took a big hit due to the time crunching! Yesterday I got them properly looking at the noises the player makes and it really fixed a lot of issues with them, there's still a few things I need to fix with them, but they are on their way to feeling a lot more like enemies and less like shootable props!
I had planned for a kind of Auspex power, but I ended up not being able to figure out the shader that would have outlined enemies so I had to cut it, but for accessibility I don't think doing some lighting balances in those levels would be too hard!
I am definitely going to put in that reload when clicking while empty, that's a really good quality of life feature!
Thanks again for playing and thanks for your feedback!
:suprised_pikachu: This is amazing! I can't believe this is a JAM GAME!
Thanks again! I'll make sure to try yours ASAP!