A downloadable game for Windows

Demo for Dragonfly, a fast-paced tactical FPS. Climb the ladder by killing people your boss doesn't like. The demo contains a single mission and 4 weapons.

Controls are in the options, in-game menu, and starting area.


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StatusIn development
PlatformsWindows
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
Authorquadrillegames
GenreAction, Shooter
TagsAnime, Cyberpunk, FPS

Download

Download
DragonflyBuild.zip 177 MB

Comments

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(1 edit)

Solid game! The combat is great, and the weapons are punchy. Gameplay-wise, I prefer a slower, tactical approach to using dash (only used in the first two encounters), and the slomo was handy in some situations where I was exposed in the open air.

Edit: Oh, and the breakable walls were a nice touch!

Thanks for playing! Glad you enjoyed it.

Very clean and promising demo, I like the gunplay and I feel the punchiness of the weapons is well sold.
The AI is fairly difficult and the level design, geometrically and pacing-wise, accentuates their difficulty, except in verticality.
As a normal TFPS (or arguably a normal, slow-paced FPS), it plays satisfactory and and is a well oiled experience.

I would argue, though, that while the dash can be useful for pressed situations, it, and fast movement in general, is not well incentivized in the game. normally this'd be a quality, but there is so much cover in the game that not only does it incentivize trapping the AI and picking careful shots when not, but it also impedes any monkeying in the game, the arenas could be bigger to allow for space to move between cover and also cover-to-cover combat, and the enemies should better coordinate pushes andor organize into squads as to disallow camping.

I'd also recommend adding some value that adds with velocity in the last second, which can be adjusted to enemy aim to make it worse as to superficially encourage movement.

Overall, as it is it's a 4.5, but to achieve the genre it's aiming for it might need a new design scheme to make it a fast paced T-FPS (i'd argue there's also not many tactical elements as well)

(+1)

Thanks for the feedback! During development the game wavered quite a bit on whether or not it was a slower, tactical FPS or a faster paced movement shooter. I opted for a middle ground that generally seems to work, but it does seem like it breaks down in certain situations.


Funny you mention velocity being tied to enemy inaccuracy, that's actually already in the game. Maybe I need to increase the modifier value to make it more noticeable.

Solid demo! Secret hard mode was a beast.

Thanks for playing!