Version 0.2: better tutorialising, wacky physics and a spiffy new logo


It’s been a hell of a long time since the last update here. As well as focusing on my work, I really wanted to ensure there were plenty of interesting new things to show off. But most importantly, I wanted to ensure that the player actually gets the intended game experience. For a long time it was too easy for the player to blaze through the existing level as a generic run-and-gun FPS, instead of being tactical and using the game’s more unique mechanics. So I’ve put quite a lot of effort into improving that, through both balancing tweaks and better tutorialising

General changes:

  • New title
  • New logo
  • The game now runs on a Steam Deck

New player mechanics:

  • Kicking! Stuns enemies and knocks around physics objects.
  • Picking up and throwing physics objects! Stuns enemies from a distance, and is much quieter than shooting.
  • New pistol firing mode – a 3-round burst! This replaces the original full-auto mode, and occupies a more unique and balanced niche rather than overlapping with the rifle.

Enemies now:

  • Have actual (placeholder) models
  • Respond to loud noises
  • Get staggered and knocked down
  • Take damage from physics impacts
  • Get pushed and launched by physics forces
  • Have ragdoll physics!

New level and environment additions include:

  • New tutorial level – Power Plant! This level is designed to more thoroughly showcase and tutorialise the game’s mechanics.
  • Fire extinguishers and steam valves, which can be shot to release blinding clouds
  • Exposed electrical wiring and steep ledges, to pose a massive hazard for enemies that stand too close.
  • Doors!

For balancing, I:

  • Nerfed player guns and reduced accuracy while hip-firing, to force greater commitment to shots and encourage use of stuns and smoke.
  • Tweaked enemy range and attack telegraphs, to make them simultaneously be easier to fight but feel more dangerous.

I also improved the quality of life with:

  • Controller aim assist
  • Interactable objects can be selected without needing to directly aim at them
  • Slightly improved HUD and GUI elements
  • More sound effects

I also implemented a massive mess of bugfixes and optimisations, most notably improving the player collision (so you can no longer phase through walls by sprinting into them).

Files

Smoke 'Em If You Got 'Em! (Windows demo v0.2).zip 58 MB
8 days ago
Smoke 'Em If You Got 'Em! (Linux demo v0.2).zip 72 MB
8 days ago

Get Smoke 'Em If You Got 'Em! (demo)

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