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Man, I can't thank you enough! Really happy you enjoyed it.

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Im not finished checking in on your progress this is just too cool and thanks for your hard work a labor of love because I know just how many have tried to recapture that GE64 Wizard Juice they had back in the 1990s and you have synthesized 007 into a fear serum and injected in into my neck !!!  I mean WTF my friend(s)!  Is it a one dev show here?  just curious

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I've currently read your comments and really appreciate your input. I am however afraid not all of these mechanics work will in Agent no 6 but I do like a game in the style of House of the Dead 1996, as you descriped. Maybe I can put some things together though! 

As I am a solo developer, and full-time student, this can be really tough to tackle (at least in short notice). Furthermore, I will be focussing on at least one other project before fully starting on this.  

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Edit: After the voting period of the Game-off Gamejam has ended, I might be able to quickly bring out some hotfixes for some of the bugs though. (And add that extra weapon switch button)

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That would be swell friend!  Thanks for reading my input !  I feel like an eight year old and your bringing presents!  lol Take your time but yeah an extra button to go back a weapon would be cool.  I prefer the weapon change to be on mouse-wheel up/down , like in GZDoom.

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Appreciate it! I decided to focus on Agent No. 6 instead of other projects at the moment. Apart from the weapon change button, I'm also working on upgraded AI. The current enemies in this game are so dumb haha.

So let's make them have an appreciation for the wall by having ranged enemy troops attempting to maintain a distance from the player by about 20-25 feet , and also give them freedom to stand and wait when players attempt to run far away have them switch to grenades occationally, when you attempt to run.   Have the AI perform a "return to start state" and then you can have them just run back to the intitial locations at random when not viewing the player... but have them remain in alert mode after being agitated having them turn about at more frequent intervals.  These are my ideas anyhow, have fun with this I know we all will!  haha  Thumbs are Up!

Thanks man! Grenades are always a good idea to lead the player out of their cover. Also I am working on a lot better enemy behaviour, as of right now, they are actually looking like they can think haha.  I'm making a lot of progress!

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The regular low level ghosts would be  scary as hell with a FaceGrab attack that grabs your screen for a moment and attacks when they get close , like in House of The Dead> also if you used the aim button and successfully shot them before the end of the little animation you knock em off you instead, What do ya think?

I currently plan on focussing more on psychological horror effects instead of the "ghost/monster" shooting type horror. However I do like adding some stages where the ghosts still appear. As you state, the current aim mechanic does go very good with a facegrabbing type ghost. If I can figure out a good way of implementing this, I'm very positive this would be fun yes!