[b]OP RE-MADE 19TH OCTOBER 2014 TO ACCOMMODATE THE FULL RELEASE OF THE GAME.[/b]
[img]http://i.cubeupload.com/LM7D83.png[/img]
Door Kickers is a real time, top down, tactical shooter where death is only a failed corner check away. You train up a roster of SWAT units in order to take out the opposition and complete objectives. Your roster can contain several different kinds of units, all of which are customizable.
[b]RELEASE TRAILER:[/b]
[media]http://www.youtube.com/watch?v=swp9d9tqg7M[/media]
[B]UNITS:[/B]
[quote]
[img]http://i.cubeupload.com/x2pvxB.jpg[/img]
[i]Pointman:[/i]
The point man is a basic, pistol wielding class. They're useful in close quarters combat due to their high mobility in terms of speed and maneuverability with a small firearm. Great at getting the first shot off, and absolutely lethal when trained to double tap and finish with a head shot.
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[img]http://i.cubeupload.com/R817ND.jpg[/img]
[i]Assault:[/i]
The assault class will be your main man for a lot of missions. They're ability to wield rifles makes them great at longer ranges, however, long rifles in cramped spaces might not be to your favor. Thankfully they're also armed with a sidearm, however, all this equipment slows them down a little.
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[img]http://i.cubeupload.com/yj9geV.jpg[/img]
[i]Breacher:[/i]
The breacher is not to be messed with at short ranges, with the ability to equip shotguns. Shotguns are quite a handful, so they're not the most maneuverable unit for sure. They also come with the ability to quickly breach locked doors by shooting the locks out with their primary weapon.
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[img]http://i.cubeupload.com/KLjcRZ.jpg[/img]
[i]Stealth:[/i]
Stealth units are for missions where you think a silent approach may be in your favor, as their primary weapons come equipped with a silencer. They are also the only unit without a feverish desire to kick doors open, but instead quietly open them. They can also hold fire so you can line targets up and drop
them in sync. My personal favorite, and very useful.
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[img]http://i.cubeupload.com/1gN69g.jpg[/img]
[i]Shield:[/i]
Shield units come equipped with, you guessed it, a shield. They're slow, but in situations where a threat only comes from one direction they're next to untouchable. Armed with a pistol and can shoot while holding the shield. Different types of shields protect against different things.
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P.S
A sniper will also aid you during certain missions, however is not select-able like the rest of the unit types.
[B]CUSTOMIZATION:[/B]
[quote]
All units can be customized and geared up to your liking. Confident you can protect yourself being shot in the back? Just wear a front plate so you can take more shots from the front without losing maneuverability. Locked doors everywhere? What about about a lock pick, or a breaching shotgun? All equipment comes in handy in different situations, and you can change it per unit on a mission by mission basis.
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[B]GAMEPLAY:[/B]
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You will start off your crime fighting life in small kill houses, training. You'll quickly move your way up to taking part in house raids, hostage situations, drug busts, terrorists attacks, and more. Drug busts are the big new game mode, where you must quietly enter the building, take out those who fire at you, arrest those who don't, and try to do it quiet or fast so they don't destroy the evidence on you. The game lets you decide how to tackle the situations, and you will be killed if you're not checking your corners and properly clearing areas before you move on.
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[B]FEATURES:[/B]
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- [B]4 Official campaigns, each with 6-7 unique missions.[/B] Injuries carry on through each mission, so you need to be extra careful. There's also an iron man mode where you cannot restart the level, but can score extra rewards.
- [B]80+ Single scenarios.[/B] An incredible amount of levels and each have their own "challenges" for extra replay-ability. Unlike the beta some scenarios now have multiple floor buildings to tackle.
- Random mission generator, in case you do ever manage to run out of content.
- [B]Level editor, and workshop support.[/B] Levels can also be designed in photoshop, so you won't notice repeating assets from community members levels, if they choose to do this.
- [B]45+ Pieces of gear for your units to equip.[/B] You can also get more equipment from the workshop, made by community members.[i] (Already over 200 mods).[/i]
- Skill tree for your squad of units so you can give them new abilities.
- Units that die are gone. Units that survive will get better with their experience on the field. Try not to lose your best.
- Real time gameplay. [B]No turn based nonsense[/B]. You can pause the game at any time to give orders, and un-pause to execute. Very intuitive.
- Replay mode so you can watch your mission being executed without pauses. Replay to video export.
- More content in the making including more campaigns.
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[b]MEDIA:[/b]
[img]http://i.cubeupload.com/aJxmpM.gif[/img]
[img]http://i.cubeupload.com/hEfLYm.gif[/img]
[img]http://i.cubeupload.com/oIwvB7.gif[/img]
[b]LINKS:[/b]
Steam: [url]http://store.steampowered.com/app/248610/[/url]
Official: [url]http://inthekillhouse.com/doorkickers/[/url]
Twitter: [url]https://twitter.com/inthekillhouse[/url]
None of these screenshots are conveying the amount of door-kicking I was lead to believe.
As an owner of this game I can confirm it is very fun and there is lots of door kicking.
I wouldn't worry there's plenty of literal door kicking in the game.
Have they changed the reaction time of units with rifles?
I remember back in the first few builds you'd almost always die when some guy turned the corner because units using rifles refused to fire.
You're in my way, sir.
[QUOTE=Super Muffin;44573672]Have they changed the reaction time of units with rifles?
I remember back in the first few builds you'd almost always die when some guy turned the corner because units using rifles refused to fire.[/QUOTE]
Yep, it's way improved. Every unit, enemy and your own, has stats based on the armor and weapon they're using like maneuverability that effects stuff like this. If you're wielding a pistol you'll get shots off quicker but the range is shit, so it's great for close quarter situations. Rifles are the opposite and are great at longer range encounters like corridors.
Lots of people confuse the AI not working with their own mistakes in this game however. You MUST have your weapon visibly raised if you want your guy to shoot. A little tip for those starting up for breaching doors and not wanting to get shot - line your guys up at the door like this:
[img]http://i.cubeupload.com/oIwvB7.gif[/img]
It ensures one guy is weapons ready if there's someone behind the door, and they'll always get the first shot off - just make it deadly.
You should include a link to the game in OP.
Yay, I just downloaded the game and it wont launch. I sure do love Early Access.
[QUOTE=Janus Vesta;44574011]Yay, I just downloaded the game and it wont launch. I sure do love Early Access.[/QUOTE]
A new update released today which is one of the reasons I decided to make this thread. It could be to do with that. No one else has been reporting a crash on start up on the forums (on windows anyway) so you could help out by letting them know [url=http://inthekillhouse.com/forum/viewtopic.php?f=11&t=1127&start=10]here[/url].
The devs reply to pretty much everyone so you shouldn't have a problem getting the issue noticed, just verify the games cache and stuff first in case it didn't download right or something first.
I'm buying this game now, the GIF said enough.
[editline]18th April 2014[/editline]
It's not launching here either. Doesn't matter if it's Steam or if I run the exe file. I guess I'll wait until it's fixed :v:
[editline]18th April 2014[/editline]
Disabling the Steam Overlay fixed it for me!
Restarting steam fixed the problem for me. The game is pretty tricky until you figure out movement and making sure your guys have their weapons up.
From what I've seen the taser is useless and the default pump action shotgun is better than both alternatives.
Glad you got it sorted. Hopefully that will work for Janus too.
[editline]18th April 2014[/editline]
[QUOTE=Janus Vesta;44575143]Restarting steam fixed the problem for me. The game is pretty tricky until you figure out movement and making sure your guys have their weapons up.
From what I've seen the taser is useless and the default pump action shotgun is better than both alternatives.[/QUOTE]
Another tip for movement is ctrl and right click to make a unit perma-strafe. Helps a lot more than regular right click.
This game is fun.
[media]http://www.youtube.com/watch?v=WjPXkbs0OyU&feature=youtu.be[/media]
Executions are pretty hard. Am I supposed to just bust in guns blazing? Every time I try to go quietly I don't get halfway through the building before the kill a hostage.
Do they execute a set hostage or just any one nearby?
It's a set time before the execution. Usually is about 40 seconds.
It's a set hostage too, but others can still be shot if a terrorist gets panicked enough.
This game is fucking fun! Once you start deploying more than one man, it gets really exciting.
This game is what I've always wished I could do with my teammates in CS pubs.
I made a turn-based strategy MSPAINT game based on the general idea of this game. But it got postponed, and I kept the stuff I had made so far.
If anyone wants the stuff I have left, just PM me.
That airplane level is fun.
So is this like Frozen Synapse but the planning is done all in one phase?
My men undergo rigorous training to beat the cowardice out of them.
You'll often find them running through houses, barely stopping to check blindspots. It's a tactic that works rather well, with only... [I]minimal[/I] losses.
When dudes die, do they lose experience? And what exactly does experience do?
[QUOTE=Tetsmega;44581772]So is this like Frozen Synapse but the planning is done all in one phase?[/QUOTE]
It's like frozen synapse but you can make commands real time, and there's a bit less strategy involved, imo
It's a lot less clunky than Frozen Synapse IMO.
[QUOTE=Tetsmega;44581772]So is this like Frozen Synapse but the planning is done all in one phase?[/QUOTE]
There is no phases really.
You just pause time to give orders and resume to pass time and execute said orders.
[editline]18th April 2014[/editline]
[QUOTE=loopoo;44581793]My men undergo rigorous training to beat the cowardice out of them.
You'll often find them running through houses, barely stopping to check blindspots. It's a tactic that works rather well, with only... [I]minimal[/I] losses.
When dudes die, do they lose experience? And what exactly does experience do?[/QUOTE]
If you get a unit to full experience he'll give your team a doctrine point, which you can spend on the doctrine skill tree to get new skills like double tap or for stealth guys the ability to hold fire (unless caught)
Feels like a mix of Frozen Synapse and Hotline Miami, I bought this game recently and I enjoy it a lot, has a shitload of maps, built-in map editor to create your own, and it feels like it also has a great replaying potential, since you can always improve on your tactics. A few cons would be that the swat members follow your drawn path perhaps too well, doing circles and shit where you least expect it, missing corners, etc. Other than that, extremly well game for just being in alpha.
Seems VERY similar to Breach & Clear
Does anyone know if you get a steam key if you buy it from their site?
[QUOTE=CommanderPT;44588402]Does anyone know if you get a steam key if you buy it from their site?[/QUOTE]
It says so on their site "Since September 2013 we are available on Steam! Everyone who buys the game from our website will also receive Steam keys for Door Kickers."
how does the alpha/beta/charlie go thing work? it seems incredibly buggy
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