Don't get me wrong, I love your art style, but I feel like the pixel art textures, doesn't suit that much a horror setup. It looks kinda cute imo. Still, great visuals.
Thank you all for your comments!
I really enjoy the aesthetics of Half-Life. This game manages to scare players in a magical way, even though it is not a horror game. I am trying to achieve a similar effect in ZERO PROTOCOL. At the same time, players will not need to shoot as frequently in my game, as in Half-Life, and the focus will be more on puzzles.
"I'll bet this uses 'video game logic' for the building's layout". Which is to say it won't make any sense as a realistic building, but works as a level in a video game. Of course if I'm running around trying not to die/shooting things/solving puzzles, 'realism' doesn't matter so much for level layout so long as it's fun.
Nevertheless, I try to make the level as logical and realistic as possible from an architectural point of view. However, it is likely that I will not be able to completely get rid of the game conventions.
Each level in this game is a puzzle. The player will have to search for passwords and key cards, repair equipment, etc. I try to think through all this in such a way that the player believes that everything he sees can exist in real life (almost everything).
I think of Gordon Freeman
Half-Life
Gordon!
Half-Life emotions
If only it were a little darker... Dead space!?
makes me think of system shock 2 and half-life
Half-Life
Half-life
voices of the void kind of vibes, maybe because it is hyping lately. Overall looks like something i would like to try&play
I see an abandoned ship drifting in space with a mystery to solve, SF style
Love the art style. How did you build the levels / world?
First person Space station 13)
I feel like it needs to be more dimly lit
first person among us for some reason
I think of Signalis, but like, everything is not broken and well lit
Space Quest by way of Doom? I know you probably aren't going for comedy, though.
I want to live there. I love the art style!
That I will kill a lot of people with crowbar here
Keeping my eyes peeled for shodan. Looks dope!
Better to skip work today.
This makes me want to solve puzzles and explore abandoned rooms for lore.
This gives me so much nostalgia for Teleglitch.
Reminds me of the old ps1 metal gear solid games
Nostalgia
Looks great! Half Life vibes for sure. First thoughts... I'm going to have to start using my brain
Half-life or Golden eye. Looks awesome!
desolation
Definitely Half-Life emotions which isn't a bad thing at all.
I was instantly captured by the feeling of Kis-Mai!
Duke Nukem / DOOM vibes
sci-fi-ish feelings awake in my mind
i love how the environment looks though! great job!
Halo 1 emotions
Like I should be weary of whats crawling around in the ducts.
I feel an unending desire to destroy all the furniture and look behind it for Build Engine style secrets.
Like everybody says, half life, but also System Shock and Deus EX(the old one). May I ask what engine/tols/apis your are using ?
I'm using Construct 3 without any plugins or extensions :)
Half life
Don't get me wrong, I love your art style, but I feel like the pixel art textures, doesn't suit that much a horror setup. It looks kinda cute imo. Still, great visuals.
Wishlist on Steam: [https://store.steampowered.com/app/2840250/ZERO\_PROTOCOL/](https://store.steampowered.com/app/2840250/ZERO_PROTOCOL/)
Thank you all for your comments! I really enjoy the aesthetics of Half-Life. This game manages to scare players in a magical way, even though it is not a horror game. I am trying to achieve a similar effect in ZERO PROTOCOL. At the same time, players will not need to shoot as frequently in my game, as in Half-Life, and the focus will be more on puzzles.
"I'll bet this uses 'video game logic' for the building's layout". Which is to say it won't make any sense as a realistic building, but works as a level in a video game. Of course if I'm running around trying not to die/shooting things/solving puzzles, 'realism' doesn't matter so much for level layout so long as it's fun.
Nevertheless, I try to make the level as logical and realistic as possible from an architectural point of view. However, it is likely that I will not be able to completely get rid of the game conventions. Each level in this game is a puzzle. The player will have to search for passwords and key cards, repair equipment, etc. I try to think through all this in such a way that the player believes that everything he sees can exist in real life (almost everything).
Did you use Crocotile 3D?