Website:http://www.invisibleincgame.com/ Description: Invisible Inc is a turn-based tactical espionage game, and is currently in development.
Platforms: Windows, OSX, Linux
Release Date: Alpha is live! Full release in 2014.
Screens:
Yep. I didn't like Shank because it's a beat 'em up, but Mark of the Ninja and Don't Starve were amazing! I'm very interested too see their take on the turn-based strategy genre.
DaggerXL: A The Elder Scrolls Chapter II: Daggerfall Engine Remake
played for a few hours
it's pretty great
brutally hard, but fair
it generates the levels and missions so it will always be a bit different, but still kind of the same
i wonder how far that will carry
would like some bond-y gadgets to mess with the guards with
Tried the Early Access made in 3DM, it's a good game; reminded me of a turn-based Mark of the Ninja, only more unforgiving. You need to plan your moves carefully or you're screwed, being caught means game over (you can still use the second character to save the other, but it's definitely not easy). Also, security gets tighter at each round, which forces you to act quickly, failure isn't an option
The procedural levels/missions seem interesting, though I can see that the lack of variety could be an issue in the long distance. The style and music are both nice as well.
@shole: true that, the AP bar isn't there, icons are different (smaller), different placement etc.
Fuck me is this game brutal. On one hand it's cool that they went all procedurally generated levels, but if you're going to do that and the level layout is not going to have any rhyme or reason behind it they need to either increase knockout time or let us bring more agents.
I once pulled off an epic heist (the alarm level was almost at 4), only to find out that the exit was buried in a corner I didn't spot, IN THE SECURE SERVER ROOM WITH THE MAIN LOOT. Yea....let's make this the vault, and put an elevator right next to it. This was of course after I had backtracked to near the entrance, thinking the exit elevator was going to be behind the one door I didn't check there - come to find out it was a fucking broom closet.
Also, why do I have to waste time and AP during the mission (not to mention resource slots) buying equipment? Why can't the "agency" I work for have a store that I can get kitted out beforehand? Stupid implementation.
Not to mention, and I don't know how they do this in the "future", but here in the present we have these things called "pockets", they are often found on pants and shirts, not to mention the suits which these agents seem to be so fond of. Key cards should not take up an inventory slot - unless of course they are chained to a brick like those gas station toilet keys in the movies (I think it was Police Academy? ).
Also, is 72 hours the end game mark? Seems awfully short - not that I'll ever make it past more than 3 or so missions at this rate....
There's an epic game to be had here, but at the moment it's buried under a lot of idiotic design decisions.
I can never be free, because the shackles I wear can't be touched or be seen.
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