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A jam submission

AgentsView game page

One Agent goes rogue , Everyagent in the building is after him
Submitted by ShadeGames โ€” 17 minutes, 20 seconds before the deadline
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Play Agenthunting

Agents's itch.io page

Results

CriteriaRankScore*Raw Score
CREATIVE#2082.7272.727
AUDIO#2142.4552.455
VISUALS#2402.4552.455
THEME#2512.1822.182
FUN#2592.1822.182
OVERALL#2712.0912.091
EASY TO GET INTO#2862.0912.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Do you have any bullet or projectile in your game?

Yes

You added some projectile or bullet in your game

How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Everyone has guns

What was the size of your team?
1

Please credit the resources that you used during the jam (if you used any)
Opengameart models, Mixamo Animations

Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
My fb page https://www.facebook.com/pg/SMFrames

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Comments

Submitted

Good game concept and idea. Though, I struggled to control the camera properly, as it its movement is too slow at the moment, and it clips a bit through the walls.

I'm sure that it will become a much better game when these issues are fixed. Good job :)

Submitted

It's fun :) - Played for like 15 mins :)  ran to 3 corners of the maze before figuring out the controls and what to do - good job thanks for making

Submitted(+1)

Quite a unique entry for this jam. Took me a bit to get a hang of the controls. As you already mention, the AI could use some polish and I personally think the Level Design was quite confusing and repetitive. But with smarter AI and a more spacious and diverse LD I can see this being fun! Also, love the artwork! 

Submitted(+1)

This was an interesting game! The concept of agents coming at you and you returning fire while you look around is great. Perhaps the camera movement is too strict, should be way faster and can go up and down. Your cursor doesn't clip on the agents very well, so targeting them is a struggle. Their ragdolls are cool, but could be a lot less stiff for comedic affect. Overall, very fun and impressive, especially for a solo developer!

Submitted(+1)

The camera definitely needs more work, the visuals are too generic but I'm sure you can do something sick! (I love the artwork). The sound is boring but the music is nice :)

Submitted(+1)

Hello!

This game seems like an interesting idea but the camera controls made me nauseaus. Everything was too jerky, or (if encountering a bug) the camera could hardly move. I think this type of game also heavily relies on good AI so right now, I can't say that it's a finished game. Please keep with it, however, I think this could be really interesting and a lot of fun. The hiding behind walls mechanics is great and if here was more of a tutorial this would be something I would buy on steam!

Submitted(+1)

PROS:

  • I like the cover art and the visuals in-game weren't bad either.
  • Controls did seem responsive, though the camera a little too responsive (playing in windowed mode)
  • It was pretty easy to read whether or not an enemy had line of sight to me and whether or not I could shoot him.

CRITIQUE:

  • You mention wanting to improve the AI for the bots, but I'd focus a lot more on your core experience with the controls (camera specifically)
    • Camera movement is smooth, but breaks the immergence when I easily float through walls. If I'm floating above the height of the walls then I get the suspension of disbelief as I do with a Diablo game since I can obviously see that walls are not something the camera will travel through.
    • It's very easy to over-rotate the camera and lose sight of the entire map, let alone your player character or potential targets. You should play with putting limits on the available rotation of the camera so that players are "saved from themselves" over-rotating the camera in the middle of a combat scenario.
    • The camera doesn't seem to have any rules associated with relative position to the player, but the experience seems to be based on guiding the player through the level. I'd experiment with ways to keep the camera near the player at least so that you don't end up flying off and getting lost away from the thing that's supposed to represent you.
  • Partially an issue spurred from the extremely free camera movement, but enemy spawns just pop in from nowhere. Especially with a lot of corners in the office building environment you have right now it would really help the mood of the experience and give players time to react if enemies spawned in from out of sight and then came around corners to engage the player once they were already spawned.
Developer(+1)

Hi PolyB, 

i tried to correct the Camera movement, i might have over corrected. I m still making improvements. The AI,  kinda had something going. Thank you for leaving a comment!! It means a lot!!  Cheers!! :)