Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Neat concept to  put into 2D, though I've never played a swat game before to compare. Audio, menus, and animations serve their purpose decently. Arresting takes too long, especially when contrasted with how a fire fight killing 10 people can happen in a second. Enemies wandering into the swat team within 5-10 seconds of loading is way too fast, maybe undesirable to happen at all. It makes sense for them to wander since they don't know the swat team is there, but I think it's a bit off putting to be surprised as swat, instead of surprising them if you wait a short while to gather your senses.

I was also able to see the doors swing open though the fog of war, which allowed me to know where an enemy was walking, if you can it should be preferable to hide the position of the door unless it's in sight. If you want to be fancy, the fog of war preview could update its position to where the door was when last in line of sight, so it stays accurate until someone interacts with it out of view.

Looks promising.

(+1)

Thanks for playing!

Patrolling is rather rudimentary for now, later on I will add room exceptions so enemies won't patrol spawn rooms.
I made it unlikely for it to happen this demo (only the goblin enemy can patrol and he only does so 33% of the time) but I guess it can still happen.

Seeing doors moving in the FoW shouldn't be too important, but I might experiment with it later on.