A downloadable game for Windows

Hello secret collaborators (and my  89 Itch.io followers).

This is the landing page for my latest project which  teaches non-gamers how to play fps games again, and is testing for...something.   It's not entirely ready for a wider audience yet, so play through the game, but keep it a secret. 

My plan is to finish this game, and then make a call to action video which gets gamers and non-gamers alike to play through this game completely, so I can consume their data like a micro-Mark Zuckerburg and share some cool results.

The game has some neat features like creating you own translations and changing controller ui, but a LOT still has to be fixed/incorporated. Namely:

  • Pause Menu
  • Actual Controller Suppoort
  • Working Contact Tab
  • Working Email List Tab
  • Sfx + Music
  • Sending Recording of full gameplay
  • Update Notification
  • Numerous known bugs
  • Animations and polish (especially with the gun)
  • Heavy Performance fixes
  • Light Buddy!

However for now, the game is at least playable with mouse/keyboard. Playing this version yourselves would be appreciated , and any feedback in the comments would be appreciated. Stay tuned for a complete version!

StatusReleased
PlatformsWindows
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
AuthorEtra's Games for Non-Gamers

Download

Download
DTGBuild1_Windows x86_64.zip 73 MB

Comments

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(1 edit)

hello, I'm one of the translators. I regret doing it after some minutes I MADE a mistake Aso I'm sorry I translated the game into Indonesia I want to highlight the error I made so here is a picture. the word "api" should be "tembak"

also good game

 and also I think there is another error  that I made 

Current state of controller support seems to be alright, apart from the triggers and right analogue stick not working. Before this is fixed, I reccomend playing with DS4Windows so you can use the touchpad mouse emulation to be able to use the mouse aiming and fire... good luck sprinting though.

Since the triggers for unlocking jump and camera up/down don't cover the full width of the stage, I managed to get to the second moving platform without unlocking up/down camera control, making it impossible to lower the bridge without backtracking for an invisible trigger. If you try to jump to that platform without lowering the bridge, it respawns you above the water, softlocking you. Might want to fix that, since someone could try that even if they do have camera controls.

The sensitivity is so high, looking around is only comfortable if I cut DPI down to about 1/3 my usual setting. I worry that could aggravate the motion sickness new players tend to experience.

I might recommend raising the jump height just a little, unless you do want to force them to look down for the platforming (in which case it's fine). Not having the vertical camera control made the jumps really hard to time (which probably should have made it pretty obvious I missed something).

The midair jump was really finicky and took me several attempts just to figure out how to activate. The hitbox needs to be bigger- I can't tell if it needs to be taller for easier timing, wider for easier placement, or both. I just know it didn't activate until my fifth attempt, and I still fell to my death because it activated too late to make the jump. If it took me six tries, it will probably frustrate someone that hasn't played through eight chapters of Celeste and the entirety of A Hat in Time.

I'm also not entirely sure a midair jump as an environmental object you have to interact with in midair needs to be introduced at this point. As a platforming element, it would be better replaced with an object to replenish a previously introduced dash or double jump ability (as seen in both of the previously mentioned platforming games), and as a way to teach mid-jump interaction, it would be better replaced with a button you have to jump to reach (which is already present elsewhere).