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Phantom Doctrine - Espionage Gameplay
April 19th, 2018, 15:59
Timed events seems fine - like the Xcom 2 reinforcement drops. I really liked how you set up a shock attack in the PD gameplay demo. Getting the time (without a timer) to set that up seems so spy oriented. But the "mission failed" screen at the end seemed so depressing and really anticlimactic. If the timer is attached to specific in-mission objectives (like opening that highlighted safe) it could be attached to some sort of reward for the upgrade screen - better weapons, skills, intel, or monetary reward. It would push the idea of spy success further, in my opinion.
April 19th, 2018, 17:35
Originally Posted by youCan't argue with that. Gonna preorder it.
It's a PC game with fantastic kb/m controls AND it is being done by a small creative indie outfit - support their efforts !
EDIT:
Okay it's not available as preorder but I've added it on wishlist.
http://store.steampowered.com/app/559100/
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Toka Koka
Toka Koka
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