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ExtraTerrestrial Takedown's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1iDaVlcUArT0Uw9q0ezPWY7zeVJ5JpU4dby4H4FgcLj4/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
ExtraTerrestrial Takedown is a 3D game where stealth is your main priority. You must find and assassinate the Alien boss before his guards find you.
Please explain how your game fits the theme:
“You are the weapon” is interpreted in this game by the main character, the Ninja you play as. Ninja’s are a master of stealth and takedowns, they easily get in and get out. Even without tools, ninjas are deadly and do not need actual weapons to accomplish their mission(s). The ninja himself is a weapon to be utilized in humanity's last defense against the alien invasion. Aboard their ship, you must take out the Alien boss to gain back control. Assassinations are your friend and the only way you can get the advantage.
Is there anything you'd like the judges to pay particular attention to?
Overall gameplay as this is my second game ever made without tutorials or guides. Any feedback would be appreciated, the more the merrier. A like and dislike would be great too if possible so I know what I am doing right and what I can improve on.
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Comments
I was able to grab the rope after I realized I just needed to hold E and stay still on the rope
Really nice concept — well done mate!
Thanks for playing!
I failed at trying to grab the robe. I'm sure you learned a lot doing this. Keep going!
Thanks for playing! Fixing the rope collision to be much more forgiving is at the top of my to-do list.
Cool concept, I Think the overall vibes and direction of this entry check out. The environments themselves look neat and I think the indicators of detection are clear. I wish there was a choice where I could sprint or move a little faster through a level. Adding an additional indicator when you are able to climb the rope or to assassinate a target could help with giving feedback to the player. Also, making that area wider so it's easier to attach to it. An additional rope climb animation would also help distinguish when you are climbing.
I think the hardest part about stealth games is the level design. First few levels I think wer pretty good. You have some obvious routes you need to take along the boxes while avoiding enemies. Then there was a level (4?) where you needed to cross some beams up top. As the player you can't see the gap in the beam when crossing so you just fall unexpectedly. This was frustrating as there was no way to know. So a little cleanup in on where gaps are visually within your environments can go a long way.
Overall I think the idea was clear, and it's headed in the right direction. Just more time spent on the core controller and player UX will really help.
Good job!
Thank you for your feedback! I really appreciate it. I wanted to add a sprint or run button but I was worried that would lead to players then running either straight to the boss or when detected, easily escape from the enemies. Something to test with for sure.
UX is a work in progress and I completely agree about an indicator giving players feedback on when they can climb or assassinate a target. I had these things planned but unfortunately ran out of time. I did not think about making the area wider though, that would be a very smart decision. I often found myself trying to find the 'exact' spot the rope was so I could climb it. My wife's playtesting had the same result.
Level 4 was a tough decision choice. I wanted to try and make a level that was more immersive and somewhat reminiscent of a Splinter Cell game, climbing up a building with multiple floors. I agree with the gaps in the beams and I am already trying to find ways to identify where the gaps are. Especially the first gap you come across, that one seems very hard to spot.
Thanks again for your feedback and thoughts on the game!