Gun Shy
This game's been done for a while, but I've been kicking the Torque Game Builder Builder - the thing that turns a development environment into a game. It has not been easy, but I think I've got one that works.
Gun Shy (3 megs)
What we have here is a nine level marginally-adaptive gun-toting extravaganza! You play a mechanic who puts down sentry turrets. There's a lot of blood. Hint: turn the volume way up, because TGB seems to turn it way down. I suggest putting techno or hard rock on in the background, as well.
Give it a shot. Ha ha. Tell me what you think, remembering that it is the very definition of a throwaway game. If you find a bug, tell me - at this stage, I'm more worried about the quality of Torque Game Builder than Gun Shy. The latter being bad is acceptable. The former is not.
Also, tell me how hard you thought the game was. I really can't tell. :P
Gun Shy (3 megs)
What we have here is a nine level marginally-adaptive gun-toting extravaganza! You play a mechanic who puts down sentry turrets. There's a lot of blood. Hint: turn the volume way up, because TGB seems to turn it way down. I suggest putting techno or hard rock on in the background, as well.
Give it a shot. Ha ha. Tell me what you think, remembering that it is the very definition of a throwaway game. If you find a bug, tell me - at this stage, I'm more worried about the quality of Torque Game Builder than Gun Shy. The latter being bad is acceptable. The former is not.
Also, tell me how hard you thought the game was. I really can't tell. :P

6 Comments:
It isn't so much a question of tuning difficulty as fixing some mechanisms at a low level. I left the thing running to make some lunch and my guy had somehow, without doing anything, continued to survive. This let me win on one level even. No matter how little I did it seemed like I couldn't, personally, die, though objectives did get overrun a few times. Then at the last level it seemed like I couldn't die fast enough.
I think you should play with strengthening the negative feedback of the dissapating fields.
The writing and play were both very good, other than some polish issues.
That's odd. While it should be possible in the early levels, in the later levels you should get killed. Hm. I'll look into that.
The field dissipation is a positive feedback loop, not a negative one. You may notice that it varies from level to level. Some levels, it is barely noticeable. Other levels, it's more notable.
As mentioned, I didn't do much in the way of testing or balancing, because it's just me up here. I'll rebalance based on what people tell me.
Yes, I guess since its a player action, rather than time, thats the factor in dissapating fields its a positive feedback loop.
Really great work though, I've gained a lot of respect for you recently in terms of your writing skills and craft, in addition to the mountain of respect I had in terms of your technical and design skills.
BTW, the last two levels are extremely difficult. Giving a bit more lead time and adjusting the rate at which monsters are spawned would make it beatable.
Is it not beatable? I didn't have any trouble...
Anyone else care to comment?
I'll boot into Winders and give this a poke today.
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