The Last Mission of Captain Jordan
by xtrsteve
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The Last Mission of Captain Jordan
The Last Mission of Captain Jordan의 태그
설명
임무를 완수하려면 셔틀을 착륙시키고 탄약을 신중하게 발사하며 표면을 탐험해야 합니다.
플레이 방법
방향키로 셔틀을 조종하고 표면을 걸어 다니세요. 마우스로 주위를 둘러보고 사격할 수 있습니다. Shift 키를 누르고 있으면 달릴 수 있습니다.
댓글
poopybuttsmagie
Mar. 07, 2016
dis may be a unpoopulor ide butt wat abot more tiny spaseships?!?!/ f1337s of dem!! Game changr . .. juss sayan - P. Butts M.
Talostd
Feb. 29, 2016
Well, you asked for suggestions for a second stage, my idea would be a desert, with crevasses that you can only get out of from the ends, and possibly a few other exit points in longer runs, but you can enter them from any location. The power generators, or whatever you want to name the main targes will be visible from the start, however getting in range will require navigating the maze of crevasses.
Talostd
Feb. 29, 2016
Nice graphics, and an interesting start to a story line. The shuttle sequence would be nice if there was verticle control as well, with going to high alerting the enemy and creating additional mobs, or possibly failing the mission. The enemy AI needs a lot of work, as they are far too easy to avoid. Also the story stated limited ammo, but there is no ammo counter, and it seems to be limitless. Also, since you seem to be lobbing artillery, an aim assist would be appreciated, possibly as a gun upgrade. Possibly having two types of munitions would be good as well, going with the AR-15 gun design you chose, possibly a grenade launcher for stuctures/splash damage, and a more accurate, line of sight, shot for hostile mobs, possibly a pulse laser? Just my two bits.
Thanks for the excellent suggestions. I especially like the idea of a maze of crevasses. It would allow the creatures to drop in from above for an attack or come around a corner.
petesahooligan
Mar. 02, 2016
Good start! I'd like to see the canyon run be developed further with better physics. I think that alone has ample basis for an excellent game that we haven't seen much of from Unity.
Some dexterity / jumping puzzles are sometimes fun but can be easily bogged into rageville. Perhaps some more of the shooting... more depth, AI logic, and weapons. (I did enjoy the arcing physics for the projectiles though... nice job on that.)
There are loads of minigame opportunities but I'd hate to see it delve into "space versions" of traditional games. Try to stay away from things like "match 3" minis and such. (Needless to say.)
Maybe a meteor dodge or dogfights in asteroid fields. Landing in precarious canyons. Tunnel runs. That sort of stuff is always fun!
I appreciate the feedback. I agree that if the shuttle control on the canyon run was less mechanical it would be a big improvement. Adding a tunnel or at least an arch to go through is great idea. The suggestions have been very helpful and I hope to implement them as soon as possible.