Clone Drone in the Danger Zone

Clone Drone in the Danger Zone

Project K9 (Chapter 6)
21 Comments
AROGOK  [author] 27 Jul @ 12:17am 
Try playing BFC (my next project). It has fixed the errors you mentioned (still the vast majority)
Crilly 27 Jul @ 12:00am 
Area 1's issue is just enemy spam, there could either be less enemies or it could be the same amount of enemies broken into multiple waves, the bjetpack wave at the end of that segment works that way, and it is fine.

Area 2 could have multiple sets of laser raptors that can reasonably be seen in front of intervening cover. Said cover could be just enough to hide the next raptors, or it could work like the final door, and block access until waves of zombies are killed, so the zombies are more than an annoyance and the chasing emperor head is an actual threat.
AROGOK  [author] 26 Jul @ 7:30pm 
I wanted to make the last level the most intense of all, but maybe I overdid it a bit
Crilly 26 Jul @ 9:05am 
having a million upgrades doesn't change how you play level 6, you still cannot engage with the main mass of enemies without abusing friendly fire for 5 minutes beforehand in the first area, and you still get instakilled at the edge of the game's render limit constantly in the second area.
AROGOK  [author] 25 Jul @ 7:51pm 
You play in hard mode by default. If you go to the backroom, you can find a function there that will make it easier for you (I repeat what I wrote earlier).
Crilly 25 Jul @ 11:47am 
-level 6: The first section has similar issues to level 4, there are so many enemies active that engaging straight up is impossible and you are forced to do the "danger zone shuffle" and endlessly run in a loop until enough of them die to friendly fire. There are no checkpoints between waves either. The second section is more annoying than actually hard, my first attempt ended immediately because the laserraptors were nearly impossible to see. After that, it was just trial and error until the raptors eventually died, then it was easy. The boss rush at the end is fine, though the enemies that get spawned with the bosses are usually a bigger problem than the bosses themselves.
Crilly 25 Jul @ 11:47am 
-level 5: this level is too big, and it would be bad to play without buying jetpack. The final spider boss isn't too bad, but there is a lot of waiting. The boss using a slam attack at the wrong time is an instant loss against the zombies that are spammed. The slam would be less annoying if it affected the zombies too.
Crilly 25 Jul @ 11:46am 
I do think that overall, this adventure was good, though I'm annoyed by a few things in it:

-level 1: has a checkpoint drought near the start that forces you to walk through an enormous map if you die at all, which is very annoying.

-level 2: no real complaints outside of that speeding wall section that forces you to complete 3 combat sequences and sit through a cutscene every single time you lose to it.

-level 3: the final section with the buttons that summon zombies was slightly confusing, the way enemies are teleported in rather than entering the combat space made me think the enemies were infinite, and I was being punished for doing something wrong rather than progressing correctly.

-level 4: most of these combat encounters are just straight enemy spam, and it becomes tiresome to fight off three waves of enemies in every room. The final combat room is also overly large.
AROGOK  [author] 1 Jun, 2024 @ 9:12am 
The secret room in the lobby now has a separate area where you can change the difficulty of the adventure to easy (you'll get 30 extra upgrade points)
AROGOK  [author] 23 May, 2024 @ 8:29am 
I don't pretend that anyone will love this series of adventures, because I was already disappointed in it after the creation of the 4th chapter, but I had to bring the story to the end
AROGOK  [author] 23 May, 2024 @ 8:24am 
I think I've accomplished my main task. I wanted the players in this chapter to defeat the bots not by force but by stealth and you showed that. I agree, the last chapter is a little unfair in places. I made it inspired by Serious Sam. Too bad the engine of that game is not powerful enough to handle that many enemies. Thank you for your feedback, Lex.
Lex 23 May, 2024 @ 8:04am 
A challenge is no problem but its just an incredibly big ammount of Bot spam that is more tedious to get through than really being a "challenge" challenge. Especially at the big spider boss, the lag gets so bad toward the last 2 spidertrons you can hardly react. And at the other places like with the pillar theres just so many and you have to mostly rely on the laser raptors or cheese them with tricks.
AROGOK  [author] 21 May, 2024 @ 9:16am 
I want to make an DLS to this adventure series. And it will be more of a simple story than some sort of challenge. But it's on hold for now, and I don't know when I'll continue it.
AROGOK  [author] 21 May, 2024 @ 9:05am 
I agree, the complexity is prohibitive, but that's the main trick
Lex 21 May, 2024 @ 8:50am 
This is just frustratingly hard. Especially the enterance of the building with the bunch of pillars with enemy waves
3lliotGreen 2 Dec, 2023 @ 5:59pm 
@Analysis Bot Emperor Axolotl Press S on the beginning loading screen and it will tell you the folder name to find the level files. You can delete the broken level from there.
Wempem 30 Nov, 2023 @ 10:03pm 
why would you put 161 sword robots in the arena??
Wempem 30 Nov, 2023 @ 10:03pm 
oof
Analysis Bot Emperor Axolotl ☯ 30 Nov, 2023 @ 9:58pm 
This seems to be it for my journey. i can no longer enter the level editor. it crashes every time and freezes. i tried putting 161 swords bots in the arena and i cant delete it so it freezes and then crashes. its over. for my level editing journey.

If someone knows how to fix this. please i beg of you. tell me. i do not use mod bot. i use BASE GAME level editor.. for now and maybe forever... goodbye :waving:
AROGOK  [author] 30 Nov, 2023 @ 7:25pm 
it's just a repetitive slow-motion laser sound
nome 30 Nov, 2023 @ 3:02pm 
how did you make the sounds for the lights at the start of the military unit?