Silent Runner

Silent Runner

por Clydeicus
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Silent Runner

Avaliação:
3.4
Lançamento: August 18, 2011
Última atualização: August 25, 2011
Desenvolvedor: Clydeicus

Tags para Silent Runner

Descrição

Em Silent Runner você pilota um submarino e recebe missões para limpar territórios de navios hostis. Você tem à disposição muitos torpedos poderosos, SONAR para detectar inimigos e, claro, a habilidade de mergulhar e se esconder. Você tem o que é preciso para dominar a arte da furtividade marinha?

Como jogar

Setas - Acelerar/virar/subir/periscópio. Espaço - Ativar/desativar SONAR. Segure Z - Mirar torpedo com as setas. Solte Z - Disparar torpedo. C - Subir. X - Mergulhar. P - Alternar visão do periscópio OU subir até a profundidade do periscópio. Se ficar preso, segure 0 por cinco segundos para reiniciar o nível. Também é possível segurar 0 e 1 para voltar à tela inicial, se quiser.

FAQ

O que é Silent Runner?
Silent Runner é um jogo idle com temática de submarino desenvolvido por Clydeicus, onde você gerencia e aprimora sua tripulação e equipamentos enquanto avança em missões subaquáticas.

Como jogar Silent Runner?
Em Silent Runner, você atribui e melhora membros da tripulação, desbloqueia módulos melhores para o submarino e completa diversas missões subaquáticas para ganhar recursos e avançar ainda mais.

Quais são os principais sistemas de progressão em Silent Runner?
Silent Runner possui gerenciamento de tripulação, upgrades de módulos e aprimoramento de equipamentos como sistemas centrais de progressão, tornando seu submarino mais eficiente nas missões ao longo do tempo.

Silent Runner oferece progresso offline?
Sim, Silent Runner é um jogo idle que permite certo progresso e acúmulo de recursos mesmo enquanto você está offline.

Em quais plataformas posso jogar Silent Runner?
Silent Runner é um jogo idle para navegador disponível no site do Kongregate.

Atualizações do desenvolvedor

Aug 18, 2011 11:01pm

8/25/11 NEW! Survival mode!!! How many ships can you sink before you get sunk yourself?

8/22/11 UPDATE:

- Fixed the AI ship behavior. They should no longer be ramming into the walls at every opportunity.

- Bugfix: Torpedo SONAR alert sound wasn’t playing
+ Passive sonar now makes a warning sound when enemy ships are near, also when enemy ships are alerted to your presence.
+ Title screen spiffification

8/19/11: Thanks to mykael’s, brenden355’s, Ralfo’s, and ideastudios’ helpful comments:

+ N, S, E, W added to radar

+ Periscope view added. Press P to toggle periscope mode if at periscope depth or above. Pressing P while underneath periscope depth will send the sub up to the proper depth.

  • Sub now reverses when pressing down

+ Passive sonar added. When enemy ships are near enough, they will flash red through the fog as if active sonar had been used, but without the PING! sound.

+ Maps for levels 2, 3, and 4 have been expanded/improved. Old small square map relegated to level 1.

  • Torpedo aiming has been fixed.
  • Boat rudder physics fixed

Comentários

0/1000
boringegg avatar

boringegg

Apr. 20, 2012

27
1

Needs a depth gauge and speedometer to show your speed and depth and also speed of descent if possible. Yeah, destroyers are way too fast upon detection.

mykael avatar

mykael

Aug. 19, 2011

41
2

Good start. Things to add - N, S, E, W (and heading) to the radar map so I can see what heading I'm sailing. V - climb to periscope depth. P - Magnified periscope view. When steering, it should turn me as long as I have forward velocity, not just when I accelerate. Pressing down arrow when stationary should make me move astern. Currently I'm stuck rammed into the side of the last destroyer. Torps don't work at 0 range. And I'll second the call for bigger maps. This game play stuff is probably more important than adding more detailed scenery. The scenery seems fine to me.

Clydeicus
Clydeicus Desenvolvedor

Hooray! Now I have something better to do today than saunter about the house in a self-indulgent swagger. :D

brenden355 avatar

brenden355

Aug. 19, 2011

57
4

Intricate enough the Ascend and Descend is cool but could you have made bigger maps and better scenery the 3D is great tho. So over all a nice game with just abit of improving then it could be totally awesome

Clydeicus
Clydeicus Desenvolvedor

...And here I was afraid the maps were already too big! Thanks for your constructive comment, some trees and buildings on the cliffs and islands would be a good idea... maybe even some underwater stuff? I can see to adding some scenery to the maps and tweaking them for increased awesomeness... after I get some sleep of course! :D

xenoargh avatar

xenoargh

Oct. 10, 2011

46
3

Really great idea for a game :-) A few suggestions: 1. Destroyers seem to suddenly move really, really fast sometimes when they detect you- they go from zero to right on top of the sub. They sit around too much, imo, but then go hyper-active, which just feels weird. 2. If they fire a torpedo, play a warning sound (IRL, torps are heard on sonar). 3. I know it's not realistic, but strafe with Q and E would make moving around a lot less of a hassle sometimes. 4. Going to periscope depth takes too darn long, same with diving. I know IRL it's not fast, either, but it's a game and I'd like it faster. 5. Some sort of "stealth bar" showing how sneaky you're being would be awesome. 6. Add enemy boomers and attack subs and minefields, plus a big challenge of trying against a carrier's screen (random sonobouys, heh), and you have a very sweet game here. 7. The art's not really that important, although it'd be nice to not always be in fog.

Clydeicus
Clydeicus Desenvolvedor

These are great suggestions! I know that I'm definitely going to do a sequel to this game, but I'd like to not make it consecutively to this one and first do an unrelated game instead. It will most certainly happen though.

kogut9 avatar

kogut9

Apr. 06, 2012

19
1

there should be pressure resistance that don't let you silk too long and too deeply (slowly renovate when you emerge)