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Facebookhttp://www.youtube.com/watch?&v=bM_Ev7Ks8_oWhat is Doorkickers?
Doorkickers is a pausable real time tactics game where you control a SWAT team. So far it looks like the SWAT team mostly does stuff like rescuing hostages, breaching doorways, defusing bombs, and so on. It is unknown whether the game will also include such things as baking cakes and watching TV. It's unlikely. It's probably just a game about shooting people.
Basically, with the left mouse button you drag out paths for your officers, and with the right mouse button you access the options menu, which lets you do stuff like throw flashbangs or stick a camera under a door to take a look.
Anything Else?
The game will have a mission editor and built in online mission sharing. Multiplayer is not currently in but they hope to maybe add it in some day. Enemy locations will be partially randomized which adds to the replayability of missions. Mulitple story buildings are in the game!
When is it Coming Out? What Platforms?
The target platform is Windows PCs in late 2013, although their engine also supports Mac OSX and Linux if they want to port it, and their goal is eventually to bring the game to tablets and smartphones too. They are also doing a
preorder thing right now which is sort of crowdfunding for them too, because, being Romanian, they cannot do Kickstarter.
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edit: Rogue Spear was the one.
From watching the video I think game definitely has a stronger tactical element. They mention multiple story maps, but I wonder if they're going to be fixed to fit into a single screen.
It('s current state) looks like nothing more than a shallower version of Frozen Synapse (which has really set the bar pretty high for games focused on room clearance). Still, I'm interested to see how this game turns out.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
So they're planning on adding plenty of stuff. And of course the key difference between Frozen Synapse and this is that this is real time with pausing whereas FS is simultaneous turn based. Although this game does put emphasis on planning ahead because modifying your plan on the fly will be less efficient.
I realize that.
The overpenetration sounds like it could be cool, but I was talking more in terms of micromanaging each breach (eg having individual SWAT members wait to enter a room until the rest of the team has fallen in behind them, telling them to take a knee, perform tactical maneuvers like a rolling T or high low, make them sidestep).
I'm just hoping for something more than just telling SWAT members what path to take inside a room, which is mostly what the video looked like (with gadgets of course).
That being said, I'm still interested in the path that this game could take since I love similar games.
I have been playing the alpha in my spare time for about three days now. I've beaten every mission at least twice, and it's still not boring yet.
Every couple of days, I head into the alpha tester's forum to look at what people are asking for insofar as new features go, and I've noticed two trends:
1. A lot of people want a zombie mode.
2. A lot of people want ways to make this game super complicated.
First off, zombie mode is a euphemism for shitty, brain-dead AI that simply runs at you in a disorganized horde. Second off, what makes this game work compared to some other tactics games is that I feel like I am fighting the enemy, not the UI. I keep comparing this game in my head to the recent Jagged Alliance title from Kalypso (which was also real time plausible) and half the time in JA3 I felt like I was struggling not so much to win a level but rather to leverage the functionality of the UI to make the little guys do what I want. I can't even begin to imagine how many times I had to "test run" a turn in Frozen Synapse before all my little vats were doing something that resembled what I wanted.
This game plays a lot faster and captures a sense of dynamic, coordinated violence better than a lot of other similar games. I hope they don't fuck with the recipe too much.
Site: Zenfar
I'd ultimately prefer another first person take on it, but this looks promising on its own.
http://www.youtube.com/watch?v=mjQY4vp7ubk
Changelog:
I like Frozen Synapse, but find it too far removed from reality (I hate Tron and I hate rocket launchers) so this might be more up my alley.
It also looks like something I'm gonna be BUYING THE FUCK OUT OF. I've always been a sucker for well done tacticool games.
Plus I love the name.
NOTE: This game does NOT play well with MSI Afterburner. Be sure to turn MSI off before launching the game or you will end up with a giant black screen that you have to alt-f4 out of.
I mean, they're supposed to be all trained SWAT guys; they should not be getting outshot by dudes in wifebeaters with AK47s. Carbine soldiers in particular take freaking forever to line up a shot whether or not the guy is five feet away or across the map.
That being said, loads of fun here. Hope they hurry up and start getting in the other features like customized loadouts and user-made levels.
It's less of an issue when you can pair up with a pistol guy, but the final level gives you four carbine soldiers and so you end up getting constantly shot up because they're taking so damn long to aim, even when sitting still and watching a door for someone to come through.
Sure, it's an alpha and whatnot, just something that I hope they touch on a bit.
I get that that they're trying to balance the weapons though I wish they'd find another way.
My only other complaint is that, so far (as I've only played one other mission), is that I wish we could control where our guys spawn. Also, more hotkeys would be nice.
Of course I realize it's an alpha and all.
This is definitely more complex that I expected. I'm pleased. I'll probably throw the developers some money.
Edit: also there needs to be a way to have them sidestep instead of forcing the player to constantly set waypoints having them check in the desired direction
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Man this really makes me want to play Frozen Synapse again.
PSN: TheBrayster_92
http://www.youtube.com/watch?v=AZpkm9Y2ymk
That beach level is a motherfucker. Every time I think I'm done with "the main group" another pack of guys come barging out to wreck my shit.
I've been playing this since Alpha 2 and it just keeps getting more awesome. I can't wait to get the customization options in so I can give everyone shotguns.
One nice added feature is being able to place a "do not move until all tangos eliminated" checkpoint on Plans. So instead of guys walking through a door, shooting at somebody once, and moving on with killing them, now they will stop and eliminate everything they see before moving on. There's also a random mission generator now, so you can make something new each time if you've already been through all the regular maps or something.
It's a pretty great tactical game, for people who were waiting for this to be more fleshed out.
Yeah, the devs really don't fuck around. Every time I get the urge to play again they've added a whole bunch more cool stuff. I've been having a ball with it ever since I originally bought it over a year ago.
Would you say this has more in common with Frozen Synapse than SWAT 2?
The similarity with Frozen Synapse is pretty obvious, but it plays very differently, albeit definitely with tactics as the core of the game. There are multiple mission types and you really have to handle each one properly; try to do the slower, more sure approach of enemy elimination missions on, say, execution or bomb missions, and there's a fair chance you'll fail frequently. So the setting inherently has far more in common with SWAT 2, but the control system is also robust enough that it bears similarity with Frozen Synapse.
Also, is there a demo version of one of the more recent builds?
I usually describe Door Kickers as "imagine someone made a top down version of Rainbow Six: Ravenshield."