Ningakki XXVI FPS

You are high value political prisoner on Ningakki XXVII. But something happened. If you can find a weapon, you can fight the robots left behind. If you can find a drop pod, then you can escape. Or you can die here alone, maybe taking all of them with you when you do.

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In this game you kill robots to save yourself. Or just escape and hope someone else deals
with the problem. Or self-sacrifice yourself to blow up the planet. Or
let the robots kill you.

The game play is slow, and decidedly unhelpful. Modern games guide you
incessantly towards the objectives. This game doesn't. There is no
handy weapon to start with, you have to punch the door open with your
bare fists and then find a weapon. There are no hints as to where to
find a weapon. The first weapon you pickup chooses if you are a wizard
or a mundane. There are three wizard weapons, and six mundane weapons.

I wrote this game as a project to learn Unity. Getting it onto Steam
was also a goal. The core of the game is the Unity FPS Microgame, but
I'd like to think that I added and changed enough things to elevate this
above an asset-flip.

I didn't implement everything I wanted to, but I learned a lot along the
way. My accomplishments are: a surveilance drone, landmines, barbed
wire, updated graphics (especially the jetpack model and the sniper
rifle model), a healing platform, a pick-up for the compass, a pick-up
for the flashlight, a pick-up to expand your jetpack fuel (the Unity FPS
Microgame provided the jetpack pickup), tweaked AI aiming, several new
AI aggro distributions, the wizard/mundane paradigm, and more I'm sure.

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