
Antivirus PROTOCOL
FOR CLEANER VISUALS DISABLE THE CRT EFFECT IN SETTINGS.
PLAYING IN FULLSCREEN IS HIGHLY RECOMMENDED!
Hi! This is the demo for Antivirus PROTOCOL. Please note that the graphics are adjusted for the downloadable PC version. The web version doesn’t support certain post-processing effects like bloom.
For the full visual experience, I highly recommend playing the demo on Steam, where you can enjoy the standard PC graphics with all effects enabled like the screenshots and trailer on the right.
If you like the demo, please WISHLIST IT! And also consider joining the DISCORD.
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Antivirus PROTOCOL is an incremental game about destroying viruses. Learn and adapt, collect data, upgrade yourself, and eliminate the Virus that has taken over the world.
Updated | 1 day ago |
Published | 3 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.7 out of 5 stars (6 total ratings) |
Author | FIREHIVE Games |
Genre | Simulation |
Made with | Godot |
Tags | 2D, Clicker, Idle, Incremental, Minimalist, Pixel Art, Retro, upgrades |
Links | Steam |
Comments
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this looks hella like node buster but gameplay seems different
Nodebuster is an amazing game! It's the main inspiration for Antivirus PROTOCOL and why it exists; In January when I first discovered Nodebuster I loved it instantly and after finishing it 3-4 times I went looking for more like it and found 0 games at that time, so I decided to make one myself.
It's quite fun! Good job! Love the visuals.
Some feedback:
I found the game a bit confusing to understand at first. It's not hard to pick up and play, but could use a bit more of explaining things. For example, I had a hard time understanding the corruption mechanic, especially because the tutorial states that you get damage the more you stay in it, so I figured I'd avoid touching enemies only to later figure out there's really nothing at all it's just a stage thing that keeps damaging you.
It really needs some sort of visual cue for enemies that hurt you. In stage 1 nothing could hurt you, in stage 2 however, not only it was a suprise when the green enemies attacked, but also when it spawned out of nowhere some new enemies that are super fast and kind of difficult to see at first.
A targeting mechanic should be looked into, or a priority system for the auto-targeting. Countless times I wanted to attack a green enemy only for the game to target something else instead.
I found a bit jarring at first how the ship moves towards the mouse, not to mention I sometimes wanted to just change where I was aiming at and ended up moving towards danger. A toggle for the movement or a button to stand still should really be looked into.
Progression is quick and fun, but lacks strategy and often times, the upgrades are a bit too cheap. There's really not a lot of room for skill, it's all somewhat dependent on the things you unlock. You can't really beat the boss without life/shield upgrades and the boss damage perk, for example. Positioning doesn't matter all that much.
It could use some more feedback for when getting damaged. Think knockback, or changing the ship's color.
Movement is not that important apart from dodging some enemies, maybe consider implementing mechanics to make it more of a core feature? I'd also recommend changing or giving the option to change the ship's control to WASD, especially if you're planning to add things such as enemy projectiles.
The progression in general could be tweaked slightly, especially things such as spawn rates. It's very quick to get a lot of enemies on screen, unless if the full game is meant to be a couple more extra stages, this will get out of hand very quickly.
The "code" text in buttons while cool, make them a bit difficult to understand. I suggest having an option to turn it off or just not doing things that way.
Consider having a way to heal the ship during the run or reduce corruption damage over time (perhaps the less enemies that are on screen, the less damage over time you get done to you). Either a power-up or simply just the green pick-ups, for example. It's very demotivating when you get damaged and know you won't have enough HP left to fight the boss and is going to have to start all over again. Which, again, is not a matter of skill, but of how much HP you have left and how much corruption damage you get over time.
Bosses should offer some unique challenges other than just being damage sponges. They should be the thing you're upgrading towards, sure, but they need to be a bit more interesting. Consider giving them collision, having them throw projectiles you have to dodge, maybe giving it a shield that gets deactivated for a short amount of time after you kill X enemies, anyways, I'm just spitballing, I'm sure you'll find some cool ideas to implement.
Thank you for the feedback!
The game is supposed to be a relaxing/chill game, not a bullethell like Astro Prospector. So with this in mind, the game will not be difficult to play, even enemies that damage you will not be very complex or hard.
The full game has a tutorial/logs screen with story/lore + tutorials for mechanics.
"especially because the tutorial states that you get damage the more you stay in it, so I figured I'd avoid touching enemies only" The first thing the tutorial says is Red Viruses cannot damage you directly, instead you are taking corruption damage the longer you stay here. - I think it's clear enough how you take damage overall, but also in the logs screen all this will be explained and will remain in game so players can look at it whenever they want and understand mechanics.
"It really needs some sort of visual cue for enemies that hurt you. In stage 1 nothing could hurt you, in stage 2 however, not only it was a suprise when the green enemies attacked, but also when it spawned out of nowhere some new enemies that are super fast and kind of difficult to see at first." - It will be easy, only red enemies will NOT do damage to you, everything else will. And also surprises are fun, not everything has to be explained word by word, usually these type of games have 0 tutorials, 0 explanation of anything.
"A targeting mechanic should be looked into, or a priority system for the auto-targeting. Countless times I wanted to attack a green enemy only for the game to target something else instead." - It does, everything that is not a Red Virus is a priority target, the following enemies, green enemies and boss are prioritized by weapons. It probably targeted something else because the green enemy was out of weapon's range.
"Progression is quick and fun, but lacks strategy and often times, the upgrades are a bit too cheap. There's really not a lot of room for skill, it's all somewhat dependent on the things you unlock. You can't really beat the boss without life/shield upgrades and the boss damage perk, for example. Positioning doesn't matter all that much." - same here, game is not supposed to require "skill" or strategy in playing it beside dodging some enemies, but not like in a bullethell. And yes, you need upgrades to progress and beat the bosses, it's supposed to be dependent on upgrades to progress, after all it's an incremental game.
"It could use some more feedback for when getting damaged. Think knockback, or changing the ship's color." - there is a camera shake effect for that, but changing the ship's color is a good idea.
"Movement is not that important apart from dodging some enemies, maybe consider implementing mechanics to make it more of a core feature? I'd also recommend changing or giving the option to change the ship's control to WASD, especially if you're planning to add things such as enemy projectiles." - again, the game is a relaxing/chill game, movement is there to dodge few enemies and collect drops, and will be played fully by using the mouse. The spring-like movement of the ship towards cursor is intended and it cannot be replicated on keyboard.
"The progression in general could be tweaked slightly, especially things such as spawn rates. It's very quick to get a lot of enemies on screen, unless if the full game is meant to be a couple more extra stages, this will get out of hand very quickly." - the progression is pretty different in the full game compared to the demo. The demo is much faster since these games have a slow beginning, and as a developer you have to make it faster so more content can fit in a 30 minutes demo.
"The "code" text in buttons while cool, make them a bit difficult to understand. I suggest having an option to turn it off or just not doing things that way." - This is in the theme and immersion of the game, also it is not a complex game and the 7 buttons it has can just be pressed and see what happens. Each button has a least one recognizable word by anyone: initialize_protocol() - initialize = start, access_upgrade_core() - upgrade - upgrades screen, reboot_instance() - reboot = restart round etc.
"Consider having a way to heal the ship during the run or reduce corruption damage over time (perhaps the less enemies that are on screen, the less damage over time you get done to you). Either a power-up or simply just the green pick-ups, for example. It's very demotivating when you get damaged and know you won't have enough HP left to fight the boss and is going to have to start all over again. Which, again, is not a matter of skill, but of how much HP you have left and how much corruption damage you get over time." - There will be some upgrades that offer healing, but also the runs are short about 1 minute long or less, having to do it again is the idea, until you get enough upgrades to overcome the level and the boss (again - incremental game). But what you said, it is a little bit a matter of skill - enemies hit you - you take damage - don't have enough HP to beat the boss because you didn't dodge the enemies that damaged you. Again the idea is to do each level a few times until you get enough upgrades and progress, otherwise the game will end very fast, this is how these type of games play, I am not sure if you are familiar with games like this, I suggest looking into Nodebuster (what inspired me), Minutescape, Astro Prospector, Max Manos and other incrementals to get an idea of how these games play and what the core gameplay loop is.
"Bosses should offer some unique challenges other than just being damage sponges. They should be the thing you're upgrading towards, sure, but they need to be a bit more interesting. Consider giving them collision, having them throw projectiles you have to dodge, maybe giving it a shield that gets deactivated for a short amount of time after you kill X enemies, " - The boss will have a collision, as for now I cannot say if it will do anything other than floating around haha, I will think about it.
But like I said in the beginning, the game is supposed to be a relaxing/chill game, not a bullethell like Astro Prospector.
So maybe you had other expectations from it, being something else than it is.
Great demo. Look forward to the final release. It's nice for the red currency to still be relevant after the green currency, so it does not feel useless to kill red enemies. Gameplay takes a couple of runs to get used to, but feels very good very soon. Would love to see some non-power AOE weapons in the full release. Sound design is great, and the screen gets cluttered very fast which is quite fun.
The different enemies are also great design. Both the green and the weird chasing one. Makes you actually engage the game differently. Would be mindful if too many spawn in latter levels tho.
A couple of notes:
You should tell the player that from level 2, some enemies will actually harm you, as it's quite unexpected. Specially as the game starts with "the enemies cannot hurt you"
Also make it so at least 1 green enemy is guaranteed to spawn every run, so it's easier to pick up the early % green enemy spawn chance. This is specially relevant because the first few green enemies the player will likely not know how to kill yet, so won't get resources.
Finally if you can, add a tiny bit of story, to add to the mystery of progression. Small hints or conversations with the player that points to something larger is enough. Even small it tends to add a lot.
Good luck with the final release hope it succeeds.
Thank you for the feedback! The red currency is still relevant after the green for sure, and those 2 aren't the only currency that will be used in game. Also the initial tutorial mentions that Red Viruses cannot damage you, only red. But yes same for story and tutorials there is in the full game a logs screen with both story/lore and more detailed tutorials. The demo is here mostly to show the gameplay and overall gamefeel, you can reed my reply to Fort Kenmei for more detailed info.
great progression and fluid gameplay! It'd be nice to see your currencies in the in game hub
Hi! Thank you! I'm a little bit confused, the currencies can be seen in the upgrades screen (I suppose game hub), it's called data - in the top left (can see the 3rd screenshot on the right).
Yeah, it looks great. I'd love to see it somewhere in the 'fighting stage' too so I know how much to grind before I can hit the kill.switch() button
Gameplay and critique ;)
Thank you for playing! I'm glad you enjoyed the demo!
Thank you for your feedback, I'm gonna address it here and also in a reply on Itch:
Very high quality, great job!
Thank you!
A very nice well made game
Thank you!