Comments (349)
mini-review:
incredibly charming. I think the style fits the game perfectly
I really like how there were more subtle nods to tf2, aside from the obvious (like how engie only shows up guarding the intel at the end or how there are like 20 snipers that all automatically get headshots)
Pretty well done for a game made in 4 days
I also do love the character design; I've always found Five Nights at Warios type characters to look nice (with the facial distortion and such)
I honestly hope that you keep doing what you love
~ Love, Lucy
|
Addendum: after playing the Tower update, I noticed that this game is much more well designed than I originally thought. All of the enemies work together much better than I had anticipated. Plus, the new enemies are actually a little scary to go up against, since you don't know what they do. I was not expecting to actually be scared while playing this, as it is a little bit of a silly game (X3), but the tower felt different; it was scary in the fact that you didn't truly know what you were going up against, the fear of the unknown.
I also refuse to not acknowledge the soundtrack, and how it fits into the game incredibly well. Some of those songs also sound good on their own, in my opinion.
I can tell that you (the developer, nixliz) are very talented, and I hope you can use that talent for great things in the future. Like I said before, keep doing what you love.
~ With more love, Lucy
i think i got a bug or something
I've replayed this game like 5 times by now, it's lots of fun! Despite being just 10 minutes long when you know what you're doing all enemies are still dangerous in their respective levels.
The Spy is fun to control! The gameplay loop is simple, just a simple go from point A to point B while avoiding enemies, all of them with their unique percs and quirks in each level!
Level 1: Pretty good beggining for the game, Heavy is very good for a stand alone enemy thanks to his speed and his intelligence... If you don't cheese him with the far right hallway. Yeah wish that the first level made you explore it a bit more, because you can just avoid encountering Heavy with a single path.
Maybe blocking off the hallway midway through would make you get more adventurous? Also props to the awesome ball physics in middle of the map just existing there.
Level 2: Good way to make the player experiment with the important "Medic!" mechanic, pretty easy but with a enemy that is genuinely dangerous if you don't time him right. Soldier does a really good job at what he does and I'm scared of later on encountering him in Custom Mode because of the little time reaction he gives you to stun him. A shame the iconic lake is nowhere to be seen, but I don't mind it much.
Level 3: The Snipers mechanic is amazing and would perfectly work as a way to make you think more routhes to pick whenever an enemy is and isn't chasing you, instantly killing you if sprinting while they aim and forcing you to tip-toe your way out of their sight. Sadly, Pyro is the weakest enemy in the game and a mediocre pair for the Snipers, he can't run but always knows where you are and can't be fooled by the "Medic!" button, but his biggest weakness is exactly his slow speed making him an absolute joke and he'd be an absolute joke in the incoming Custom Mode.
Snipers aren't always aiming at you, so you could've probably made Pyro slightly faster than you at walking speed so that you would be forced to sprint whenever the Snipers weren't aiming at you to distance yourself from him. That or give him a blowback mechanic like the game where he could push Spy near other enemies nearby if you stay too close to him for a long time, though if you don't want to modify Pyro's AI you could make it so that there's a Generator inside his spawnpoint to force make the player get a bit more personal with him. The easiest level in the game, a shame for I loved it's concept.
Level 4: On the other side of the balance, the hardest level in the game, and a very fun one once you pick up a way to beat it! Funny how Scout isn't the fastest enemy in the game, could've been the enemy of the first level to allow Heavy & Medic team up as they're both the most complex and balanced enemies in the game, but Medic & Scout is funnier and gives you a more fair chance as the red blur doesn't hear your "Medic!" command, letting you avoid him for the first half of the level if you start from the left (aswell as stopping for a short rage while when escaping him).
Medic may be my favorite enemy (atleast from the standar 8 in the game), being quite as fast as Heavy even when he isn't chasing you aswell as letting you bait him with the "Medic!" button if he isn't chasing you, letting you moving him out of the way and planning out your key routhes. I would've called this exploitable if it wasn't for Demo's mechanic (if this is what he does?) where he alerts the others and doubles their speed to go check on his location so that you don't fully get them off your back.
The level is tense, the keys for the doors are very well spread across the map and the three enemies work off from each other like a Team Fortress™, my only complain about the level is that somehow the enemies can go inside the exit door room when it's meant to be closed and unfairly kill you because for some reason they have Demo's speed boost when they do this.
Level 5: Very simple level, but needs your constant attention to work around the Engineer. Funny how the last enemy of the main game is just an A-Posing model instead of the twisted Garry's Mod-esque enemies that have been giving you chase through the other levels. He's simple and can easily get lost, so him being able to teleport around whenever you disconnect a Dispenser Server balances him out to force you to react fast and avoid him SPECIALLY inside closed corners of the relatively small map.
If you were for some darn reason to buff him, maybe he could deploy sentries that'd work like Mini-Snipers you could dismantle by touching them whenever a certain time period passes or enough collectables have been collected. Wished Engi here would've had something more to him but he's fine as it is.
The ending was spot-on perfect and a worthy reward for beating this short and nostalgic missadventure from a long gone era. Will keep on playing this game on my spare time due to how fun it is to speed through the game, can't wait for Custom Mode's upcoming surprises!
This game has to deserve a speedrunning community
The game kind a reminded me of Midnight Mercenaries by GermanPeter but with a horror twist when I was playing it.
A relaxing night of Capture the Flag turns into a night of terror for the BLU Spy. Crawl through five levels of familiar Source Engine environments and avoid the twisted RED team as you try to, of course, capture the intelligence. Can you survive? Will you capture the fabled intelligence?
CONTROLS
WASD - Move
SHIFT - Sprint
E - Call Medic (makes noise, distracts some foes)
F - Fullscreen
This is a short horror game I made over the span of 4 days - just in time for Halloween. Almost all of the graphics were made - and animated - in Garry's Mod, with some animations being painstakingly done frame-by-frame in-game. Here's hoping it replicates that old machinima charm the Source community strives for!
Listen to the OST here:
Stream nixliz | Listen to Capture the Intelligence OST playlist online for free on SoundCloud
Want to donate? Head here:
Mild Cartoon Violence
Animated Bloodshed
Tobacco Reference
Mild Language
IT'S HERE - CAPTURE THE INTELLIGENCE V1.1 THE TOWER UPDATE IS FINALLY HERE.
grab the new release here https://gamejolt.com/games/gmod-capture-the-intelligence
check the changelog here https://docs.google.com/document/d/1m9p1_d_U9tdtSuv2SPwkP8rYaKYK…