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It took me a couple of plays before I realised there were people for me to save. I just ran straight to the helicopter lol.

The doors were a little hard to get the right spot to click on as they didn't become visible sometimes but otherwise the shooting was heaps of fun. Especially when the whole team came along. I lost one of them along the way and wasn't able to revive him unfortunately. The rest of us made it out at least.

Hey Glenn, thanks for checking my project out! 

The doors definatly had some trouble.  The night before I released, a bit of my code seemed to have deleted including some pathing code and door mechanics. I did a bit of duct tape work to get things back together as quickly as possible. The doors were designed to have a blue reticle around their boundary box to make them easier to see, but they weren't showing up correctly so I threw the exclamation point to try to mark things off.  It clearly wasn't a great fix. Id like to change the way the roof reveals itself and give it the ability to reveal doors if you're near by or if you mouse over them. With the roof reveal, I'd also like to the boundary markers back in. They actually looked pretty cool. Ideally if I had the time, or wasn't constrained to writing all the code from scratch, I would have taken isometric code off of another one of my projects and thrown it on here to give a better viewing angle on all of the walls so the doors would have been easier to see. 

I wanted to make engagements loud and fast with a very real possibility you could lose team members. They do recover health over time if you keep them out of danger, but I wanted the team to stay down when you lose them, with the idea (unimplimented) that they, as well as the people you don't move fast enough to save, come back to life and come after you. 

Overall I'm glad that I got the project along as far as I did and I really appreciate that you took the time to play it and leave feedback.