You are a genetically engineered super soldier. Your mission is to dispatch a former ally, turned rogue. You must defeat your foe in under 10 seconds or you'll spontaneously explode! I'll release the source once I've finished the game. WASD movement, mouse to aim and holld Q for slow-mo mode.
Interesting idea. The game was pretty fun, with two minor points: I spawned right next to the enemy the first four times and got instantly shot to death, the credits are unskippable and there's no easy way to retry immediately like you would when you fail.
With both of those changed, maybe extended with a few other mechanics, it could be a fun coffeebreak game.
It was a good concept. I liked that when you fired the timer went down so you couldn't fire and hope for the best. It could of had a extension of the idea, like different environments and the restart screen letting you restart instantly.
Thanks for the comments everyone. I can't tell you how much I wish I could have fixed the issues you all pointed out to me but I had a serious hard drive malfunction that wiped out all my work since I started game development. I plan to evolve this into a full game once I've recovered.
Well, I liked the shadows and the menu screen. I found the gameplay annoying as the enemy can see further than the screen and there's practically no cover any description.
Due to a recent hardware failure, I cannot fix the issues in this game. Although I'd love to improve it, I can't so I'll just explain the bugs/issues and apologize for them. -The game doesn't respond to keystrokes after a death because it isn't ready to. A set time must pass before the ability is available. I absolutely agree that this is very annoying but it was a quick fix for a sound bug I encountered. -The enemy has infinite sight. Believe me, the original AI had far more limited vision and it made the game nearly impossible to play. If the enemy didn't actively seek the player as soon as it was able to shot at them, the play would have 10 seconds to find and kill the enemy. -Spawning next to the enemy was an issue that shouldn't really occur unless the game has no other choice but to spawn you there. Since the positions are randomized, I have little control over this although there is code to prevent it. Clearly that code didn't work so well. -Dying too quickly or too often is actually part of the design. Coupled with the respawn delay, I admit, it gets a little annoying but the alternative is completing the game first time with little or no effort then having to sit through the dull credit screen... sound any better? I designed the game to be hard so that you would have more reason to play. -The credit screen is unforgivable. It's unneeded, unskippable and it's painful to sit through. I couldn't think what to do after you won so I threw a credit screen in. Although there isn't a direct way to skip the screen and return to gameplay, I'm not arrogant enough to show you my name every time you beat the game so I made a way around it. Press escape and you'll go back to the menu. -No cover? Again, that's down to the random nature of the game. The game randomly generates the levels and it has no minimum number of walls to generate. I should have spent a little extra time polishing the random generation really.
I apologize for the issues in this game... they are unforgivable. I will be making a full game based on this entry and you can follow my progress through my Twitter (@n3xust) or at akkail.com
Thanks for enduring my mess of an entry, I promise I'll redeem myself next time.
The game has a number of issues that both you and some of the other commenters have already mentioned, so I won't rehash them. However, a lot of them are things that you can tweak and fix, if you do pursue further development.
I liked the mood and the graphics, particularly the shadow effects.
With both of those changed, maybe extended with a few other mechanics, it could be a fun coffeebreak game.