I started playing it as an arcade shooter. Some time later i realised that story is much deeper then first thought and i want more.
A downloadable game for Windows and Mac OS X
Content Warning: Exaggerated bloodshed and violence, use of explicit language, alcohol references.
This game is optimized for 16:9 and 16:10 resolutions. Playing it on any other resolution may result in GUI issues.
Two decades after humanity fought and won an interplanetary war with a mysterious alien race, the men and women who fought for humanity finally agree to tell their stories in front of a camera.
In this documentary-style first person shooter, one person looks into the most surprising war humanity ever took part in.
|Published||198 days ago|
|Platforms||Windows, Mac OS X|
|Release date||198 days ago|
|Tags||Aliens, documentery, First-Person, FPS, Interactive Fiction, Story Rich, walking-simulator|
|Average duration||About a half-hour|
|Accessibility||Subtitles, Configurable controls, Interactive tutorial|
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Thanks! If you liked the gameplay mechanics I'd recommend playing ULTRA ADHD.
As for 8mm, a sequel isnt planned, but seeing how well this VNFPS experiment turned out to be I may be creating a game with a similar style/premise.
This game was just amazing, I have no words! :D
Just one issue was a slight bit of lag but it didn't stop me from playing XD
Very unique experience, I loved how I was going in with a "aw yeah, fancy shooter!" impression and then the first in-game impression was "oh what yet another ren'py game?!" and then "oh wait what - it's ren'py but 3d?" and then slowly I figured it out.
I am extremely impressed by the part where fast sequence progression is happening. It's likely many would have let the player play the parts which you skipped, even make the player carry 'it' all the way and dig the entire hole. Making it a slideshow makes so much more sense.
Thank you for your nice comment, and thanks for LPing the game!
Yeah, the game is an FPS/Visual Novel hybrid I feel, and I think it came out pretty naturally. It's the sort of thing you come up with when you have 14 days to tell a story and you have no voice actors (or time to find some).
The backstory sequence was originally intended to be much more interactive, but after the two shootouts I opted to remove the interactive elements due to time constraints, and also to sync the flashbacks to the song.