Smoke 'Em If You Got 'Em! (demo)
A downloadable game for Windows and Linux
The premise...
You’ve got to fight your way through some enemy installations, to recover incriminating evidence, with no backup. Problem is, you aren’t lucky enough to have the regenerating health or fancy lifesteal takedowns that many FPS characters get, and dodging attacks can be hard when you’re getting shot at from all directions. Going completely stealthy would be nice, but you weren’t able to bring a suppressed gun. So it’s on you to prevent them from attacking you in the first place.
Shoot fire extinguishers and let off steam valves to create blinding clouds and block off sightlines. Throw out smoke grenades to cover your movements as you flank around for a surprise attack. Stun them with thrown physics objects, and kick them off ledges or into exposed electrical wiring. Tactical opportunities are all around you, and you’ll have to make use of them to get out alive.
You might not be a one-man army thanks to brute force or fancy gadgets, but with keen observation and a strong throwing arm you’ll be putting the hurt on the enemy all the same.
About the development
Smoke ‘Em If You Got ‘Em is my upcoming tactical first-person shooter, that borrows elements of the immersive-sim genre.
I'm often dissatisfied with how many stealth shooters and immersive-sims will give the player an immense number of different mechanics (e.g. stealth, direct combat, hacking, traps, etc.), but allow them to rely on a small handful for the whole game. This can often defeat the point of variety, if you're not playing the game like a sandbox. None of the mechanics can stand up on their own, because resources are being wasted on the others, but since there's no obligation to use all of them, the different features don't combine together into a greater whole. My intention is to make a game where the player does have several mechanics and ways of tackling the situation, but where they all have important uses, and the player must make full use of everything they have in order to succeed against the game's challenges.
The game is obviously a work-in-progress demo (if you couldn’t tell from the Mixamo models and objects slapped together from Unity primitives). My goal is to make a full singleplayer campaign, with a variety of levels and a full story tying everything together. My current priority is producing a fun and impressive vertical slice, so I can apply for grants, pitch to publishers and/or start a crowdfunding campaign. I'd greatly appreciate feedback, and warnings of any bugs I might have missed.
More technical stuff
- Credits and controls are explained in the game itself.
- The game has full controller support, although buttons currently can't be rebound.
- The Linux version was tested to run on a Steam Deck, and (aside from the font changing for some reason) plays pretty well.
Updated | 33 minutes ago |
Status | In development |
Platforms | Windows, Linux |
Author | CptnFabulous |
Genre | Shooter |
Tags | 3D, First-Person, FPS, immersive-sim, Stealth, Tactical |
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