I had so much fun playing this! hahahhahaahahahah!!!!!
A downloadable game for Windows and Linux
A tip off regarding illegal experiments leads to investigation of the Emeraldo Corporation's research sites.
Agent Red is assigned in verifying the claims and finds things are much worse than previously thought. Her job is to gather as much intelligence as possible, rescue survivors and survive the monstrosities that lurk below.
- 6 levels of first-person arcade shooter action. Navigate the island complex, finding secrets and rescuing survivors.
- Utilise 6 weapons to fight back foes - pistol, shotgun, double-barrel shotgun, double pistols, sub-machine gun and the mighty lightgun.
- Choose from 3 tuned difficulties.
- Save your progress. Return to the last level you reached with all your items, guns and ammo. No need to play through in a single sitting.
Requires OpenGL ES3.
Click download now to get access to the following files:
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love zombie psx :*
Fun game if you are in an early 90s mood! I donated some bucks after finishing the game. Because the dev is working on updates, I have a few more remarks:
- In level 4 I could directly walk outside the level back through the front door (v1.1);
- I could walk through a bathtub (v1.1);
- Forward and backward default mapped as 'up' and 'down'. I would expect 'W' and 'S'. (v1.21);
- Sound not working as superuser, but who would use that anyway :) (v1.21);
Tested on Arch Linux.
Thank you so much for supporting. It makes such a big difference.
I have addressed the issues you stated above, so thank you for that too :)
v1.1 works on Linux, but v1.2 crashes. What happened?
System.DllNotFoundException: System.Native assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) Interop+Sys.Stat(byte&,Interop/Sys/FileStatus&)
at Interop+Sys.Stat (System.ReadOnlySpan`1[T] path, Interop+Sys+FileStatus& output) [0x00028] in <46e2faba55964e57bc4a72159b9574b8>:0 at System.IO.FileSystem.FileExists (System.ReadOnlySpan`1[T] fullPath, System.Int32 fileType, Interop+ErrorInfo& errorInfo) [0x00007] in <46e2faba55964e57bc4a72159b9574b8>:0 at System.IO.FileSystem.DirectoryExists (System.ReadOnlySpan`1[T] fullPath, Interop+ErrorInfo& errorInfo) [0x00000] in <46e2faba55964e57bc4a72159b9574b8>:0 at System.IO.FileSystem.DirectoryExists (System.ReadOnlySpan`1[T] fullPath) [0x00000] in <46e2faba55964e57bc4a72159b9574b8>:0 at System.IO.Directory.Exists (System.String path) [0x0001e] in <46e2faba55964e57bc4a72159b9574b8>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x000c1] in <46e2faba55964e57bc4a72159b9574b8>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <46e2faba55964e57bc4a72159b9574b8>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
at Serialise.Binary[T] (T obj, System.String path) [0x00006] in <076b9e46999845aeb5b74b99a5b9aaa8>:0 at PlayerGamedata.save_gamedata () [0x000a4] in <076b9e46999845aeb5b74b99a5b9aaa8>:0 at PlayerGamedata.get_gamedata () [0x00019] in <076b9e46999845aeb5b74b99a5b9aaa8>:0 at PlayerGamedata._Ready () [0x00047] in <076b9e46999845aeb5b74b99a5b9aaa8>:0
Looks like an error due to the "Gamedata.sav". It seems like it happened on start up and was caused by not having write/read permissions for the folder.
I need to know, was it on startup of the game or during gameplay (end of a level/changing options)?
Did you copy your old (1.1) data file to the new version? If so, try simply deleting it.
It was on startup of a clean v1.2. I deleted the v1.1 directory and ~/.local/share/godot just to make sure. A startup of v1.2 as superuser shows some extra warnings:
pure virtual method called
terminate called without an active exception =================================================================
Native Crash Reporting
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries used by your application.
0x9e9ca4 - ./AfflictionRescue1.2_linux.x86_64 : (null)
0x9ea01c - ./AfflictionRescue1.2_linux.x86_64 : (null)
0x9dcac8 - ./AfflictionRescue1.2_linux.x86_64 : (null)
0x9e92ff - ./AfflictionRescue1.2_linux.x86_64 : (null)
0x7f28ddb860f0 - /usr/lib/libpthread.so.0 : (null)
0x7f28dd88f615 - /usr/lib/libc.so.6 : gsignal
0x7f28dd878862 - /usr/lib/libc.so.6 : abort
0x90c6eb - ./AfflictionRescue1.2_linux.x86_64 : (null)
0x247ae76 - ./AfflictionRescue1.2_linux.x86_64 : _ZN10__cxxabiv111__terminateEPFvvE
0x247aeb1 - ./AfflictionRescue1.2_linux.x86_64 : (null)
0x247994f - ./AfflictionRescue1.2_linux.x86_64 : (null)
0x13063b5 - ./AfflictionRescue1.2_linux.x86_64 : _ZN16AudioDriverDummy11thread_funcEPv
0x1dcb300 - ./AfflictionRescue1.2_linux.x86_64 : _ZN11ThreadPosix15thread_callbackEPv
0x7f28ddb7b3e9 - /usr/lib/libpthread.so.0 : (null)
0x7f28dd952293 - /usr/lib/libc.so.6 : clone =================================================================
Thread 0x7f28d48c6640 may have been prematurely finalized* Assertion at mono-threads.c:650, condition `info' not met, function:mono_thread_info_current,
I've just uploaded a potential fix (at least in terms of crashing).
If you could give it a run (1.21 experimental) and let me know if you get the same behaviour that'd be great. You should simply get a warning saying you cannot save progress rather than an out right crash. Running it with super user though has me worried that this isn't the issue.
The v1.21 boots! However, the game says:
Game progress/options data cannot be saved, no permissions for folder.
The game itself saves just fine. I could restart and continue at level 2, despite the warning in the menu.
Well that's progress :)
Could you in a post me an output of an "ls -la" command in the game folder and another of it's parent folder.
It is definitely a permissions issue. If you run the game with super user does it still show the "cannot save" popup?
edit reply: Well that's good. I'll investigate this further and try some things out. Permissions are messy and complicated but hopefully there will be a couple of ways I can avoid issues. Thank you for the bug report.
I really enjoyed playing this game. The secrets and movement reminded me so much of doom and the gameplay and graphics made me remember my childhood. Keep up the good work. Also the laser gun is FIYA!
Made the last video
Beautiful, thanks for playing it through. These playthroughs have been very useful playtest data :D
Hi ! Please add option for keyboard.
Playing with arrows is "fine" but other keys may not be well placed.
No qwerty, lefty, disabled, desk setting, and other good reasons to have key rebinding in any games, should be mandatory.
I will try and get something implemented asap. Being a one man band and making these games in a month means I don't always get time to add certain features.
I'll look to develop a means for me to easily port keybinding code between my games. Thanks for the feedback and I'll push an update when it's done.
Made another video
Looking forward to the next part. Enjoyed seeing you guys get through it.
Made a video
Really awesome, so enjoyable to see you guys play through it. Looking forward to seeing the next part :)
What a great game ! This is the most sophisticated 3D Godot game i've eve played. I encountered no bug at all which is great. Everything feels right, the zombies being dismembered, the gun sounds..! The lights are great, I wished the level with the flashlight was more dark as I could see without it though. A good idea for your next game would be to make a loader with a progress bar when switching scenes. You can do this with godot's ResourceInteractiveLoader and if you're using a lot of shaders you might want to use a shader cache. Here is one of my projects where I implemented both : Circus Daddy Repo.
Congrats, keep doing your thing !
Thanks for the feedback and kind comments. Glad that bugs are a scarcity in this game :)
I certainly had an hunch that the flashlight level would be different on different screens. I need to add brightness calibration if I do any more games/levels with gameplay relying on dark/light.
A loading screen is basically done for the next version. As for the shader cache, I was doing this in all my previous games but gave up here. It doesn't always work and it was just unbelievably irritating ( I don't even use anything other than the basic spatial material).
Anyways, thanks again for commenting.
Ah yes gamma calibration seems the way to go. Well one thing to know about the shader cache is that it doesn't seem to work on particles. The godot spatial material is optimised (precompiled I belive) and should not cause freezes though.
Enjoyed this. Well done.. you're levelling up fast with each game!
Found a bug before last door on first stage: no colliders on hedge to the left of last door.
Also, at the beginning there is an invisible wall where the first hostage is hiding beside the hut, maybe should be a hedge?
Suggestions: Maybe a fullscreen shortcut.
The torchlight energy meter maybe could have a little energy lightning bolt icon next to it?
Well done though, cant wait to play your next one!
Thanks for playing and for the feedback. Really happy you enjoyed playing :)
I'm getting some things together for a potential future update so I will be trying to add things such as fullscreen and interface improvements. Feedback such as this really helps me identify things I need to dedicate development time to.
Linux build not running for me for this one. I get the Godot window then hard crash. No problems previously running Office Point Rescue on my linux box. I can send you the log if you like. Here are the first errors logged:
Godot Engine v3.2.2.stable.official - https://godotengine.org
OpenGL ES 3.0 Renderer: Mesa Intel(R) UHD Graphics 605 (GLK 3)
ERROR: load_interactive: Condition "err != OK" is true. Returned: Ref<ResourceInteractiveLoader>()
ERROR: _load: Condition "found" is true. Returned: RES()
ERROR: poll: res://TestScene.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Character/CharacterWithStates.tscn
ERROR: load: Condition "err != OK" is true. Returned: RES()
ERROR: _load: Condition "found" is true. Returned: RES()
ERROR: start: Condition "!scene" is true. Returned: false
WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).
ERROR: clear: Resources still in use at exit (run with --verbose for details).
Hey thanks for the report. This is gonna be a pain to work out. Out of interest what version and distribution are you using?
edit: replaced the linux download with a different build. Let me know if you have any success. Haven't yet been able to reproduce this but looking into it
I figured it out: it was crashing on startup because I was running the linux executable in a temp folder that held an existing options.cfg file (from some other Godot game). When I moved the executable to its own folder, it ran fine and created a fresh options.cfg file in there. I checked with the original build and that also worked once I extracted to its own folder. Sorry to give you a scare (well, it's almost Halloween, I suppose.) Interesting that Godot crashes when it reads an options.cfg file it wasn't expecting.
Awesome job with the gibbing and dismemberment, and the moody lighting. Your "Rescue" series is old-school fun.
Ah man, yes you did give me a scare. So glad that you got it sorted though :) I know I should handle checking whether you can write to the folder/the file is valid etc. but I thought I'd wait to handle it until it was a problem ( i.e now).
Thanks for the report and glad you find the games fun, makes it worthwhile!