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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!  

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Oh yes ! I more was meaning to add things as long as they are fun but not too abundant and or not enough to become "expected" by the player at least...  Horror can be tricky , if anything is too predictable the player doesn't feel it... Alternatively,  if it's too hard people might not get scared for the right reasons... 
Your an artist here, I absolutely do have fun when I play the demo and I'm so glad to see all the people interested in this game and BTW I check the itch page every now and then will the full game have a different page or will it be listed here?

You are completely right, it is actually pretty hard to pull off horror that genually creeps out the player while also be fun.  To be honest I didn't expect the support I got for this demo as it was just a game-jam submission, so I'm really appreciative of everyone who checked it out. 

I currently plan on releasing the game on steam and itch.io, but I will edit this page and link the full release here when it is ready for it. Unfortunately this will take some time (at least a couple of months). I currently have made a lot of progress in the past month where most of the main mechanics are almost finished, apart from the horror elements. Now I'm focussing on the level design which takes a lot of time.