Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 76 to 95 of 95 · Previous page · First page
(1 edit)

MECHANIC IDEA:

Diegetic saves - Each mission hero gets finite amount of saves by new gadget (lets say watches). So player can make save points during the mission, and if he dies mission rewinds to the last point.

I suspect the save files would be really big because of all the rewind data for every moving object. I think it's kind of cool that you can't save, so death is a real threat, but you can rewind when situations start to go bad.

Assaulting an Oil Rig in "Tanker" (v23)
(1 edit)

Nice level addition.

So here's the thing, I finished the level before watching it;

the 'neutralized' or enemy count says it's 6, but there was a total of 20 enemy. Was that by design or mistake?

So I kind of wandered around looking for the last guy while he just chilling in the yellow container.

also the 'documents' needs to be in the UI count and how many is there, like 0/3 for example. I was looking around the last doc, not knowing it was with the last guy.


and also there's a floating bomb above the ship's stern up in the air.

Thanks! I will get those fixed soon...

(+2)

WELCOME TO THE LOW POLY MATRIX

(+1)

I really enjoyed playing the game and the mechanics of it and I think this has great potential. I was just wondering if it was possible to have a mission that takes place in an airplane (Like in Mile High Club in MW1) or a mission where it's sort of all-out warfare like in the final battle of Tenet with AI on both sides. I wish you good luck on your future progress with the game though!

Mile High Club would be cool with time reversal :-)

(+3)

Personally, I like this type of game.  I tried it and was really shocked

And I made a video in hopes that other people would know about this game.

I will continue to wait for updates to this game in the future.

GOOD LUCK!



Thanks you play better than me!

hello I saw this project and was shocked it is amazing keep up the great work. I will leave feedback and ideas occasionaly.

Thanks!

Maybe its better to have a color code for interactive/destructible objects: for example - container hooks (Heist) , plane engines (Nevada). 

(+1)

Yes good note. There's a red flashing orb around the container hooks but it's not ideal.

(7 edits) (+2)

Mission Level Idea#2

Hijacked Train

Mission summary; a passenger train have been hijacked for a heist. An unexpected sudden turn of events, the hijacked train turns into a runaway train. And now, it is on a head-on collision with another train coming from the front. Good Luck.

  • Player starts off at the Caboose (back) of the Train, as he was drop-off by a smaller locomotive (that exits off the main railway to its right-side).
  • The Hijacked Train is comprised of:
    • Enclosed Cargo Compartments (ECC)
    • Coach Passenger Compartments (CPC)
    • Double-Decker Passenger Compartments (DDPC)
    • Open-Air Cargo Compartments (OACC)
    • Locomotive (Engine Room)
  • Gunfight ensues with the enemies throughout the ECC to CPC.
  • In DDPC, enemies planted bombs & used hostages as human shield at times.
  • Arriving in OACC, the Bad Guy's true agenda revealed; he stole a MacGuffin Stone from one of the crates &  air-lifts off with a Helicopter.
    • (Player will always be too late to stop Bad Guy from escaping.)
  • Bad Guy in Helicopter used MacGuffin Stone & BOOM! Energy blasts everywhere.
  • Suddenly the Timer Resets to Zero & an explosion destroys the train coupler behind the Player.
    • (Coupler between DDPC & OACC.)
  • The energy blast caused the locomotive to speed up erratically.
  • The Runaway Train is now in a cliff-side mountain railway.
  • And in a wide-right banking railway turn; Player sees another incoming train heading for them.
  • Player now must gunfight his way through the remaining enemies to reach the Engine Room to signal & stop both trains.
  • Bursting into the Engine Room, the Engineers was killed by electrical explosions caused by the energy blasts earlier.
  • Player radioed-in the other train and full-stop the runaway train; preventing a head-on collision.
  • Mission Success.

This is an another big ambiguous idea with a twist and a long one too.😅

Here's 2 sketch idea storyboard panels.

[Start of Mission sketch]


[Wide-shot of Banking Right-side Railway turn sketch]


(+2)

Cool! Being on a train is interesting with time reversal. In that scenario there's always clear visual feedback about time moving forwards or backwards.

(+1)

Chasing down a hacker:

Mission Level Idea(s), if you're open to suggestions.

Highway Chase.

Here's the catch, you're already inverted & revert real-time act as a "rewind" function.

  • Timer counts down from 4mins.
  • Player starts off at Turnstile Complex. (Blue Chamber)
  • Bad Guy & his Minions (Red Suits) have headstart.
  • Player has a Red Suit NPC, follows him.
  • While inverted, Player has no control of driving & shooting.
  • Reverse-drives back to the highway.
  • Player can leave the car & car-hopping puzzle towards Bad Guy car.
    • Car-hopping requires reverse-timing of passing vehicles.
  • A truck reverse-drives & drop-off Inverted-Enemies (Blue Suits).
  • Players shootout against Inverted-Enemies & Forward-Enemies when using Revert Time.
  • Player reaches Bad Guy's Car, steals the MacGuffin Material from him.
  • An 18-Wheeler Truck with Red Container reverse-drives pass-by the Player with the Driver signaling to him.
  • Player now must car-hop again to the Red Suit NPC's car to give him the MacGuffin Material while getting shot at.
  • Player reaches Red Suit NPC's car.
  • Red Suit NPC reverse-drives back to 18-Wheeler Truck, and in-position behind it. Facing the Red Container's doors.
  • Red Container's doors open & Player jumps into it.
  • Mission Success.
  • And a mission playback in Revert Time of Player's POV and/or Red Suit NPC's POV.
    • Optional to Skip to Main Menu.

It's a big ambitious idea. Just throwing it out there.  

This idea would work in Revert Time as well, and starting off at the Highway.

(1 edit)

Thanks! I added a new mission "Port" with a car chase.

(2 edits)

Well, it is a car chase in some sense. xD

Interestingly, I've finish the mission by accidentally ramp the antagonist car of the ramp into the ocean, right at the 1st bridge.

But before that, a prolonged car chases.

The enemies on-foot are basically invisible & 'moving' targets.  Because I only see the one on the Hanging Container, while the rest are just gunfire noises. They should be in lit areas and/or make them wear Bright Colors/Red-Blinker Jackets.

A Speedometer Gauge might be a nice touch to HUD. It doesn't have to be a KM/H or MPH

  • A Circle Gauge Red to Green on the Mid-Bottom-Left corner of Screen. Next to Timer.
  • Right next to the gauge:
    • 'IDLE' icon for when the Vehicle is stand-still/sudden stop.
    • 'BOOST' icon (Left Shift key) for Vehicle booster for 1-2 secs.
    • 'HANDBRAKE' icon (SpaceBar key) for Vehicle to do a sharp-turn/drift for corners & to sudden-stop the car.

 The Ammo Count needs to be higher, by 10 at least.

Either for gun blasting or to conserve ammo before reloading to next clip.

Because sometimes I would spam 'R' to reload after each gunfire, but at times, while focus on driving, I conserved ammo, but only to realize I was low on ammo. Despite the Ammo UI clear as day. FPS Gamer habits.

What  is the Psych Eval purposes?

I'm thinking about using it to tell the story

(1 edit)

It'd be nice to have a proper 'Mission Success' end-screen. Letting the player know the mission ended. Instead of just the game continuously going.

An end-screen opaque background overlay with big title screen;

"MISSION SUCCESS"

With the end-screen menu buttons;

[Retry Mission] [Select Mission] [Main Menu]

Basically the Pause Menu, but for the End of a Mission.

Another thing, what's with the vehicle handling. 

It's a nuisance as hell. No steering control when speeding, & constant oversteering & tumbling.

Really appreciated for the handling to be fix.

(1 edit)

Thanks these are great notes! Let me know if you have feedback on the car handling in the new Port mission.

(1 edit)

The handling steering Left and Right is Good.

But the Acceleration is Sluggish, same goes for Reverse. After a sudden-stop hitting a wall.

I've gotten used to Race Driving game that I instinctively pressed Left Shift for Boost & SpaceBar for Handbrake.

It would be nice if that's added, even tho the Port mission is close-quarters driving.

(7 edits) (+1)

MAIN FEEDBACK HEIST MISSION:

- first level mustnt be so hard and unclear, it should be a tutorial how the game works, step by step, mechanic by mechanic. 

at least make an objective text at the start like in superhot. (also my suggest is to start not on the ground, but in the swat van that is heading to the mission. will be more immersive)

- plz add RESTART MISSION button

- hero handling feels kinda awkward, seems that his collider is too big\tall. theres many places when u must fit to go throught, but u stuck  (for example heist, the room on the right, u should be able to jump over the glass boxes. balcony on second floor too, it makes no sense to make player crouch in such places, just make hero hitbox smaller)

- how do i defuse all bombs when my previous defused bomb resets after reclock and then explodes? i must defuse them in one run without reclocks?

- did you place window's planks on a such level on purpose so player cant headshot enemies through them?

- also how many bullets npc needs in body to die? theres no visual of damage when you shot in body. Adding some bloodspills (and maybe animation) will make it clear. (also inverted bloodspills will look awesome i think)

- defusing a bomb is very uncomfy, feels like u should look at certain pixel at certain distance to interact. increase size of bombs or collider idk, and distance to interact.

- also make red lights of bombs WAY MOORE shiny so u can see if bomb defused or not from further distances. more clear light blinks maybe too

- WHY you use hitscan for bullets? it is soooo unclear! projectile bullets with readable speed will be so much better. (also adding a traces of bullets will make it clear when u inverted so u can dodge them or catch them)

- ammo UI must be 3-5x times bigger

- doors better be opened in both ways

- blur vision on damage is not a very good idea ithink

- why ADS doesnt zoom? why to use it then?

- ladders are not very usable. its better to go up not by view but with forward-backward input so u can see where u going.

OTHER SUGGESTIONS:

- set crouch on CTRL or SHIFT and combine it with slide. combined with projectile bullets, imagine dodging them with slides, it will add another level of puzzle.

- adjusting speed of reclock will be nice. maybe set it on two buttons (lets say Q-reclock, F-forward time. so multiple pushes on Q will speed up reclock, and F is making time go normal)

BUGS

- u cant swim out of river to the shore where terrain is steep, theres like an invisible wall. u can only swim out near the ladder

- its so shiny u cant see when you drive the car, idk why.

- some objects have wrong collider

(+2)

Thanks this is a really good list!

your concept has big potential, if u make it just playable and find understandable, working and fun mechanics (not just invinsibility-reclock-mode). maybe add other time-mechanics like reverse-bubble that reverses only objects in the bubble area for a certain length. or reverse time with hero too, like in forza (could be a death-mechanic). maybe even OG slomo, why not. to make a game about time manipulations of all kinds.

Thanks!

When you HALO jump but get eaten by a shark.

Just an idea: inverted weapons.

So inverted guns not shooting, but catching bullets from decals - when u aim near decals (pre-made or previously shot by u) they lighten up with blue color or any other way. And so u can position yourself in a line with enemy and decal to shoot him with inverted bullet. With more damage and MEAT ofcourse :)

Cool idea thanks! There's  a 2D Tenet game on here that does something similar. In RECLOCK the bullets from decals do invert at the time they were fired, but cause less damage to the player as it's not fun to be killed by them. If they match your gun you can catch them by aiming at them. If you don't aim at them they decelerate and then fall under gravity (you can hear them fall and hit the ground). I'm trying to keep time consistent when you invert so players won't get to control the timing of the bullets coming back from decals. (It should match when a bullet was fired.)

Do you have a github?

No sorry. What are you looking for?

I was just going to see if it was open source!

It's at least 80% marketplace assets so I can't really do that.

i set mouse sensetivity to 1 and it STILL TOO DAMN FAST!!!!

also
pls just delete the motion blur. its just messes up the view and does nothing else.

(1 edit)

The mouse sensitivity option wasn't hooked up. I've fixed that in v11. 

I also added motion blur and AA graphics settings so you can disable motion blur (and temporal AA). 

Please let me know if you have any more feedback. It's much appreciated!

NEVADA MISSION

does this have endless mode?

Right now there are two missions. I'm thinking about some kind of open ended sandbox where you can create for the final game. Can you describe what you mean by endless mode?

(+1)

Endless mode, i mean make a mode where the robbers in the bank comes rushing in to rob the bank, and the S.W.A.T have to survive as long as they can.. Hehe that would be fun

Sounds cool. Still working on the story etc. and will give it some thought.

Viewing most recent comments 76 to 95 of 95 · Previous page · First page