Friend, you don't know me or anything, but I came for your phantom proxy game, look, it's a pretty good game since it reminds me a lot of turbo overkill and ultrakill, the bad thing is that I couldn't play it comfortably since it only uses a controller, why do it like that ? Please for on-screen controls for people who don't have a controller and well, a bit of optimization and allowing you to adjust the graphics, it's a good game but it only lacks that, the rest of the on-screen controls are enjoyable I hope this letter is answered if it is that something hasn't happened to you friend
Man, it's been years. It's unfortunate that you had to hit the brakes on this because of COVID. I'll be honest, I find myself turning back to 0.0.8 pretty frequently in the face of the current AAA FPS shenanigans to keep it short.
If you find yourself picking this up again, you have my full support.
Love it so far! The visuals, sound design, roguelike elements and gunplay fit really well. There's also this nostalgic, adrenaline-driven Time Crisis feel that just really hits the spot. Would appreciate maybe a control scheme for mouse and keyboard though? I have no idea how to salvage and it's been cutting my runs short. Wishlisting this definitely.
Edit: A small vid of some of the cooler things I got to do in the demo.
At the moment I am using Android builds as a benchmark to try and keep the game running on low-spec devices, so I won't be adding touch controls until later in development, perhaps when I finish the core gameplay and for the final demo release.
The game is meant to be played with a controller, and more companies are coming out with controller peripherals for phones like Razer. It is possible that the more mechanics I add, the less likely touch controls are viable. So my answer is maybe*.
Feels reminiscent of Coded Arms, especially the title screen, kamikaze robots, and how all enemies leave green code behind when they're destroyed. I've been waiting for a proper spiritual successor to that game for a long time.
Thanks for the feedback, I'll be starting to work on this project full-time soon; be sure to check back in a month or two. Mouse-input needs a lot of work and I am in progress on enemies. I'm glad you enjoyed the style!
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Can you make a touch screen Support?
Friend, you don't know me or anything, but I came for your phantom proxy game, look, it's a pretty good game since it reminds me a lot of turbo overkill and ultrakill, the bad thing is that I couldn't play it comfortably since it only uses a controller, why do it like that ? Please for on-screen controls for people who don't have a controller and well, a bit of optimization and allowing you to adjust the graphics, it's a good game but it only lacks that, the rest of the on-screen controls are enjoyable I hope this letter is answered if it is that something hasn't happened to you friend
Man, it's been years. It's unfortunate that you had to hit the brakes on this because of COVID. I'll be honest, I find myself turning back to 0.0.8 pretty frequently in the face of the current AAA FPS shenanigans to keep it short.
If you find yourself picking this up again, you have my full support.
How to control it by keyboard & mouse?
Will touch controls ever be added?
This looks and plays how Coded Arms could've been. The style and gunplay feels similar yet more fluid and less janky. I love it!
Update???
yeiii new version
This is so good and so inspiring. I plan to keep following in the hopes you are able to return to development.
Love it so far! The visuals, sound design, roguelike elements and gunplay fit really well. There's also this nostalgic, adrenaline-driven Time Crisis feel that just really hits the spot. Would appreciate maybe a control scheme for mouse and keyboard though? I have no idea how to salvage and it's been cutting my runs short. Wishlisting this definitely.
Edit: A small vid of some of the cooler things I got to do in the demo.
Thanks for the reply and playing the game! At the moment, you can press the 'B' key to salvage
really dumb question, but is there a setting tab? i'd love some resolution and shadow control. the gamepad isn't detected.
At the moment there aren't any settings yet, working hard on the core gameplay loop ! And what OS and gamepad are you using?
Will touch controls ever be added?
At the moment I am using Android builds as a benchmark to try and keep the game running on low-spec devices, so I won't be adding touch controls until later in development, perhaps when I finish the core gameplay and for the final demo release.
The game is meant to be played with a controller, and more companies are coming out with controller peripherals for phones like Razer. It is possible that the more mechanics I add, the less likely touch controls are viable. So my answer is maybe*.
Is there any way to heal?
At the moment, there are no health pickups, only ammo at the end of the level.
ok thanks!
You can now heal yourself by salvaging loot drops with the B button or key!
I must say thanks for that, I hope you get some more motivation for the game, it was a blast 6 months ago and it's a blast now!
Feels reminiscent of Coded Arms, especially the title screen, kamikaze robots, and how all enemies leave green code behind when they're destroyed. I've been waiting for a proper spiritual successor to that game for a long time.
Potential here. Too repetitive as is. Love the MGS inspirations.
Thanks for the feedback, I'll be starting to work on this project full-time soon; be sure to check back in a month or two. Mouse-input needs a lot of work and I am in progress on enemies. I'm glad you enjoyed the style!
Feels very nice to move around and shoot enemies. I'm curious to see where this game goes.
Application folder:
C:/Users/Snarf/Desktop/PhantomProxy_0.0.1-Windows
There should be 'Phantom_Proxy_Data'
folder next to the executable
-Player has to rename one of the folders
Mouse binding didn't work for me despite not having any controllers installed.
Will upload a fix right now
Okay give it a try and let me know!