Comments (356)
Scout: Pretty fun and frenetic, encourages agresive play, I like it.
Only problem is inconsistent melee hitreg(will mention later).
Soldier: I see litle reason to use the Rocket launcher, claustrophobic levels and huge noise when firing the rocket means there's a very small window of oportunity to use it without blowing yourself up. Leading rockets is responsive and satisfactory, but doing so while moving and in many situations makes it a struggle. Seems like it wasn't designed to work with the level design.
I'd recommend making the firing of the rocket quieter so you have a chance to hit your target before everyone on the level is closing up on you.
Also, I think it would be beneficial to make it so that releasing m1 allows you to leave the rocket to fly straight and fire a new one, this way you can fire some rockets at distant places and inmediately discard the Rocket launcher to deal with the enemy onslaught.
Ultimately I had more fun and success just not using the rocket launcher at all, so I think Soldiers needs to be reworked. Some ideas:
-Make rockets be able to go through doors and/or windows.
-Give Soldier some secondary attack as a class feature, perhaps he can take shotgun shots on a cooldown.
-Make Soldier be able to throw weapons at full force inmediately.
-Make it so that when Soldier hit's himself with the blast of a rocket, instead of dying, his rocket launcher is destroyed and he is thrown dashing in the oposite direction, perhaps even being able to go over barricades and perhaps knocking down enemies on his way.
I like that last one the best, but you'll be most of the game stuck without special habilities even then.
Demoknight: my favourite so far, really fun, only two major problems:
Charging interrupts too easily by touching any wall, this discourages risky, complicated charges since you'll most likely scratch a wall a litle bit and be stopped on your tracks and killed. I wasn't even confident enough to charge through doors most of the time. Also, if you as mach as look at a pit you ded.
The other one is the melee hitreg, even after replaying it a few times I never became confident on how it works, it seems it doesn't align up well with the animation, I would constantly see the smears of the hit completely covering the enemy for them to day only at the end of the attack when the sword is retrieved, which very often is too late and results on an unfair death, this is specially problematic on the long level, since there are more chances of this happening and one is enough to force me to restart.
Demoman: I'll be honest, if I completely disregard the grenade launcher I find this class really engaging, different and fun.
The grenade launcher (GL) is not satisfying to use to me since it needs to be charged, it has very low range, and you can't throw a second grenade without detonating the first. It's really sluggish.
The "Bites the dust" hability, while I think has potential, results either intranscendent if you disregard it and just play, since the GL is a relatively bad weapon that you'll likey use against some enemies near the begining, so in your next run killing this enemies would be easy and the first thing you do; or it is frustrating if you try to integrate it into your strategy: it encourages you to go on a first marking run where you rush to some selected targets to mark them, then you may try to see if you can complete the level or just get killed, and then on a second serious run where you put your strategy at play. Problem is, if your die, you are back to square one, Hotline Miami is praised for inmediately letting you retry without downtime or losing anything. If you try to use the tools you are given, you have downtime and lose your setup everytime you fail. Add to that the fact that you rely on a sluggish weapon to mark targets and this is no fun at all.
Perhaps you could give the hability to either keep the current marked or get the ones from the previous round so that you can keep working with a setup you like.
Huntsman sniper: it would be a great quality of life improvement if by entering the next level with the huntsman or with no weapons all existing arrows would be inmediately retrieved and you would spawn with them on your bow.
Also, don't know how I feel about how weak it feels compared to the rifle, yeah you can switch but then you have no habilities at all.
I find the 2 enemy restriction too tight.
Spy: broken class tbh, best strategy is to rush to the center while invisible, shout so that everyone bunches up around you, and inmediately genocide all of them as you become visible, go invis again inmediately if there are enemies remaining. If there's an alarm do this on the button since everyone will go there. I could literally clear lvl2 of his tutorial with a single stab using this method.
If forced to not use this, I would go rapidly for the first enemy, stab, invis, go for the next group, stab, etc... I found that you can go invis so fast they have very little chance to o anything to you.
To be honest, this second method felt quite good, it felt like pulling out a chainstab, I really appreciated the sense of momentum from how the cloack meter works, but there was no real challenge.
Perhaps you could add an Spychecking state to the AI, so that if you go invis after killing someone you'll have to read his buddies to get onto your next victim, and it becomes harder the more enemies are finding you. One of the best feelings as spy in TF2 is evading the enemy team while they find for you being invisible.
General: The enemies remining HUD element is too intrussive, it holds a lot of vertical screen space that is very valuable on our panoramic displays, and it's pretty opaque. There are quite some chances an enemy will attack you from there.
Enemiy types aren't very readable, if there's a gun user between a group of melee enemies I'm almost never able to see him, resulting in me ded. Also hard to distinguish if surrounded by corpses. Specially problematic for heavy, since you'll do bursts that will kill a lot of guys and easily the spread might leave one alive but it's hard to tell apart.
A button to skip the way back would be appreciated for testing, besides, it's not very moody without music.
I still don't know how much I like the Idea of a primary gun with limited ammo being basically all that differentiates a class from the others, I find myself having more fun if I disregard some of those weapons and use all of the game's mechanics.
Pretty cool game overall, I love how much some classess shake up the gameplay, like in TF2.
Note that I haven't played the original Hotline Miami.
Edit: Beat the game, wish there was a level maker, this was so good.
Edit 2: Hitscan guns are bad to use. Combined with the cursor hard range, doors eating bullets and, may be me, inconsistent close range shots just make them miles inferior to melee and the flamethrower.
Fun, but the Scout survival room shows how much Hotline Miami gameplay is not meant for a defensive situation, it boils down to trial and error, remembering where gun enemies spawn.
Gun projectiles existing only to where the cursor ends made using ranged a chore and melee be the ultimate way to play, especially against the elites dodging bullets and shooting you while melee reliably takes them down.
One request, PLEASE have a load point that starts at the Scout survival or have the ability to completely skip cutscenes due to the second lower crash.
Two crash instances: In Pyro's mission where he can choose the gas can, section after the pacman, game ran out of memory and closed.
In Scout's survival room, dodging when enemies are spawning creates this error message
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 1
for object obj_horde_controller:
Unable to find any instance for object index '20' name 'obj_player'
at gml_Object_obj_horde_controller_Alarm_1
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_horde_controller_Alarm_1 (line -1)
pretty good game, but the scout part of the final level is just UNFAIR. the main way you defeat ranged enemies as scout is through stealth, but now, that's out of the equation, so you have to spam roll like an idiot and likely still die, or try a ball potshot and get hit by 5 billion melee enemies. please just make the scout part have less ranged enemies, it's fun to smash through crowds, not get shot by an enemy from across the screen.
I really like this game, or what you've made for it so far. One thing i do have to say is that heavy seems kinda weak to bullets, maybe make it to were he can absorb a few bullets be fore he dies?
You Are able To Airblast through Walls.
F I X T H A T
Disclaimer: this game contains large amounts of blood, gore and similar disturbing imagery, as well as flashing lights and loud sounds.
Midnight Mercenaries is a game that combines the fast-paced gameplay of Hotline Miami with the characters and mechanics from Team Fortress 2 and expands on both concepts.
Features:
Nine unique classes with two subclasses, each with their own distinct abilities and weapons. One is bound to a specific playstyle, the other has a certain gimmick and allows for a more generalist playstyle.
Open-ended levels built around specific classes and which allow multiple ways to approach your goal and encourage repeated playthroughs. Experiment!
Predictable enemies with limited vision and hearing, as well as exploitable blind spots. But be aware, as even dead bodies will alert them, and not all are born stupid...
Melee weapons and hitscan-based guns, as well as character-specific special weapons. And sometimes, even the environment can become a weapon!
Lure enemies out by whistling - no guns required!
Enemies aren't the only obstacles! Explosive barrels, destructible walls, bottomless pits, locked doors, conveyor belts stand in your way. Master them to your advantage!
Preplanning: Don't like it? Change it! Certain maps let you customize where you want to start and which items you'd like to have spawn in the level.
Shadows will hide bodies and even a certain class. But don't get too cocky - some enemies see right through them...
Consistency: Enemies will always react the same way, doors will always behave the same way, and doing the same strategy the same way will always have the same results.
Generous enemy hitboxes that allow you to get any hit in, but smaller ones for the player, to make it easier for enemies to hit you.
Fair enemy placement that prevents enemies from sniping you from off-screen. Only exception is when you've made big mistakes or have means of dealing with them otherwise.
The option to respawn instead of restarting a stage once per floor, keeping all enemies dead in exchange for the points you got for killing them. A fair trade-off.
A non-linear storyline with multiple character arcs and motivations.
A combo and score system, encouraging speedy gameplay and retrying stages over and over to get the highest score.
Main credits:
Game design: GermanPeter
Graphics: Pham, Bendroo and GermanPeter
Music: Sunnexo and Primary Slot
Sounds: Team Fortress 2, Team Fortress Classic, Half-Life 2 and Portal 2
Cover art: RenMharti
#fangame #action #arcade #shooter #hotlinemiami #teamfortress2 #retro