Door Kickers isn’t about kicking down members of the popular 1960s rock band The Doors. No, the top-down project from indie studio KillHouse Games takes the movement and positional strategies of Frozen Synapse and Rainbow Six and combines them with the real-time adapt-or-die framework of Hotline Miami.
The game has you directing and controlling a team of SWAT members in several non-linear locales filled with hostages, tasty tangos, and indeed plenty of doors to kick down. As with other tactical games, it seems barging forward with your team won’t end well, so you need to take advantage of vision sightlines, flashbangs, and flanking to stay alive. It’s strictly single-player for now, but KillHouse might consider multiplayer later on as an impressive-looking alternative to Synapse’s competitive strategery.
Key Points of Door Kickers:
* 2d, top down, easy to understand
* Real Time with Free Pause
* No turns, no hexes, no action points or awkward interfaces
* Realistic but action packed
* Non-linear levels, freeform gameplay
* Mission editor and modability
* Unlimited gameplay via mission and campaign generators
* Single Player (but MP might come later)
* No DRM!!!!
the game still has some inexcusable annoyances with the AI
the guys will blindly continue running even when they have seen the bad guy and proceed to die in the open
this is worst when entering a room and taking a sweeping look of it
why can't they shoot the first guy they see and only after that continue?
sometimes they just refuse to fire
UI needs better indicators for ammo situation, navigation
zoom, seriously
it's got tons of potential to be fun tactical game but at the moment it's not up there yet
Agreed guys. I thought it was a more 'complex' game overall, got quite disappointed by the simplistic design and controls to be honest. If the AI gets fixed it still can be fun, though. It has potential
Damn TB, you noob . I'm not his fan either but I have to admit that he does a fairly decent job at giving indie and 'underground' games some popularity with long gameplay footages and details, which is always good.
As a member of the High Masterrace Council I do not feel represented by him though, he's just a derp in disguise wearing the fake 'whiny' mask to look like one of us
Special for Leo, you gonna love the stupidity in this one
I love how he blames it on the game when he's fucking up and not being careful. He sucks at games you have to think at.
He was right about one thing and that's wishing there was a zoom or a way to highlight a specific path for facing or action purposes.
The fastest time I was able to get on the level he tries first was 3 seconds. And he's also wrong in the assumption that the bad guys will always be in the same location. Maybe on some levels they are but many they are NOT in the same spots.
But the updates have not been so great, Alpha 5 introduced some features like random mission generator and inventory screen, but both features are really limited at the moment. Oh and 2 or 3 new levels.
I'm waiting for the next update but on the official forums there's no word about it yet.
Alpha6 is out: shotguns, stealth, mission editor and more!
Hello, Door Kickers!
We took a little jump ahead in time and here’s Alpha 6. Shotguns inside. And suppressed SMGs. Need we say more?
With Alpha 6 you have the option to run 2 new trooper classes - the Breacher and the Stealth trooper. Fear not, the Stealth has no fancy cloaking devices, just a suppressed weapon that can open a silent and deadly path through the level. Warning: stopping power is not always on the suppressed SMGs side
The Breacher class, on the other hand, is all about blasting your way. Doors, enemies, they all come down, if you pattern your shots correctly. Handy for opening locks when time is short, but not really good for long range accurate shots.
With Alpha 6 we’re also taking the first step towards a real Mission Editor. Give it a try.
There’s also a bunch of tweaks that happen regarding aiming speed and the way troopers prosecute targets, especially after passing doors and obstacles. They’re still deadly, but a little more realistic so. We advise you to rely on handguns when expecting encounters at close range, but the truth is we’re not designing another Rock-Scissor-Paper game. So tell us how it works for you. Write back.
Or even better, come over to the forums and join the discussion. Vote on features. Win contests. It’s a lot of fun.
What is New and Important in Alpha 6 of Door Kickers:
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Features:
- Breacher class and Shotguns added
- Shotgun breaching now possible – replaces Mechanical breaching where appropriate
- Stealth class and Suppressed firearms added
- Lockpicking. Beware – can be heard by enemies at short range.
- Something approaching a real Mission Editor
- 3 new pistols
- 7 new Semi-Auto/Auto weapons
- 3 shotguns
- 4 new single mission maps
- 2 new random maps
- Improvements to old maps
- Improved the random mission generator
- Improved enemy AI
- New enemy AI: Sawn Off shotgunner. Yeah, watch out for him.
- Troopers now holster the current weapon while operating devices (defusing bombs, lockpicking etc.)
- Smoother path drawing around corners
- Enemy Stun/reload icons are no longer visible in fog of war
- Tooltips are now flipped when cut-off by the edge of the map
- Improved visual effects (debris, burn marks, muzzle flash lights etc.)
Modding / Structure changes:
- Simplified new map creation; Background Entity no longer needed, texture directly referenced in mission file
- Changed location of single mission and RMG repositories
- Differentiated Speed Reload vs Tactical Reload times for weapons
Fixes:
- Fixed flashbang trajectory showing different path that the actual one
- Can no longer operate devices from behind walls/doors, you cheaters.
- You must now have LOS with an object in order to be able to interact with it
- Fixed sometimes losing rclick orientation tracking
- Fixed a bug where the path would not be highlighter while dragging it
Enjoy the game, and like always, don’t forget to hit the feedback button
Happy Holidays, everyone! But what would vacation be without a new build of Door Kickers? Alpha 7 is out! And with it, your greatest missions can now be immortalized forever - replays are in.
Does the game look different? New trooper models! New animations! Smoother and more natural movement. And now that we have the system in place, you can expect more detail to be added to the characters, and new animations are waiting their turn to be added. For now, you can truly kick the door
Before Santa comes, send us a (successful) replay file for Level 43 – A Question of Time. Just mail the .rpl file to replaycontest@inthekillhouse.com.
We’ll centralize them, share them with the public – and the one we like best will win one of the fancy trooper portraits.
Speaking of which, have you seen the new trooper portraits?
What is New and Important in Alpha 7 of Door Kickers:
——————————————————————————————————
Features:
- Replays!
- Major improvement to enemy AI. They will seek cover. They will move around. Even we can’t predict what their doing.
- New models and animations for troopers/enemies (replaced old ones entirely)
- Added “Delete” option to final waypoint: deletes path up to the previous waypoint or the entire path otherwise
- Added personalized trooper portraits for the Stuff of Legends price tier
- Improvements to the random mission generator
- Various gameplay/control/graphics improvements
- Modding / Structure changes: Can use secondary weapons for beaching (modding request)
Fixes:
- Moved game files on Linux from ~home/DoorKickers to ~home/.local/share/DoorKicker
- Game should run smoother on older hardware
- Fixed a crash from 0.0.60
- Fixed accuracy being incorrectly calculated for shotguns
- Fixed a bug where troopers’ names were not visible
Alpha 8 completes the class system in Door Kickers, with all 5 classes being available for use. Each brings a different approach to the tactical picture and its up to you to decide how to mix them.
Pointman - fast movement and first to shoot, an excellent choice for first man through the door. Unless its a trap, in which case its better to send in the ...
Shield - Excellent protection from the front but poor accuracy and rate of fire. Needs his flanks protected and can’t breach doors.
Assaulter - Excellent firepower at medium to long ranges but may have trouble in tight corners and when handling doors.
Breacher - Quickly brings doors down when noise is not an issue, and packs quite a lot of close-range firepower.
Stealth - Silent and deadly but vulnerable at long range.
Its not by accident that snipers are not mentioned in this list as they are an off map asset. They don’t deduce from your manpower and you have limited control over them.
Speaking of Shields, enjoy them in the current invulnerable form while you can - as the armor system is implemented you will see most shields (note: plural) succumb to rifle fire.
Alpha 8 also brings a little bit of trooper evolution - they will get XP and rise through ranks. While we work on the perks that will be unlocked by this evolution, we’d like to hear from you how far you manage to get your troopers before they die!
Changelog as usual:
Spoiler:
Features:
- Shield trooper class
- Snipers (off map asset available in select missions)
- Windows
- Troopers gain XP and advance in rank (though nothing to do with that, yet!)
- Better enemy AI + pathfinding
- Added "open replays folder" option + replays file name
- Improvements on trooper control
Fixes:
- Trooper statistics are no longer updated after watching a replay
- Less sounds overlapping in replays
- Stealth Class no longer kicks doors
- Silenced weapons are no longer heard through walls
- Flashbang target no longer resets to default when setting a gocode
- Fixed a bug where a dead trooper would not be replaced
- Fixed a bug where completing HostageRescue on a mission with more than 1 rescue zone would not end mission
- Fixed playing "Aborting" sound after shotgun-breaching a locked door
- Fixed a couple of crashes, tweaked some stuff and in general improved the game in too many ways to mention here.
It’s been one year since we’ve entered Early Access on Steam, one and a half since we began crowdfunding. One and a half years of constant updates, great feedback from the players and two-way communication with you guys.
And we’ve taken the process to completion - Door Kickers moves on from Early Access.
For those that actually play each version, what’s new? The Campaign is IN. You have 3 campaigns now, with more to come! We’ve also changed the way Single Missions count now - troopers deaths are no longer saved in those. Think of Single Missions as your proving ground, where you try to beat your own performance, and campaigns as your real job - do the objectives and keep the troopers alive. Can you handle that? Maybe also in Iron Man Mode?
Another new and long in-coming feature are multi-layer maps. You can go up and down, exploring some new and old locations in a new way.
There’s also a new scenario type - Dope Raid - which tasks you not only with securing the suspects, but also capturing evidence before it gets trashed. And it will get trashed, unless you move swift and to the point.
And no, you cannot shoot everyone.
One last thing… this vesion will reset all your stats and mission completion. So why are you still reading this, get back to 3-staring everything!
What else is New or Changed since last version of Door Kickers:
--------------------------------------------------------------------------------------------------------------
New Features:
- Random killhouse generator + over 90 new random house layouts.
- Over 50 new maps (in campaign, single and random combined).
- New door types: grating doors / padlocked doors.
- New item: Bolt Cutter. Useful for cutting down padlocks.
- New item: Breaching Kit
- Silenced handguns. You asked for them, you got them.
- Can copy/paste/default equipment for each class.
- Improved loading time.
- Enemies start with their weapons lowered, until alerted.
- New music.
- Loading screens with tips&tricks. Can be disabled in options menu.
- Improved path-editing when multiple paths are over-imposed: press SHIFT for locking on a single path.
- Added stretch-to-fit video option (for monitors that are not 16:9).
- Separate volume option for for ambient sounds.
- Improved weapon/trooper stats to better account for their performances.
- Added "reset progress" option.
- Countless other small changes, tweaks and overall improvements.
Fixes:
- Fixed items showing up randomly on random maps. Really.
- Fixed uppercase letters not working on OSX.
- Fixed wall shadows showing up in editor.
- Global statistics are no longer incremented when watching replays.
- Fixed stars not adding after finishing new maps.
- A bug where troopers could go through doors without opening them.
- Right-click menus outside of screen bounds.
- Tazer sometimes not shooting.
- Sniper now kills all enemy types with one shot.
- Sometimes exporting replays to video without sound.
- Ambient sounds playing at full volume no matter of you location in the map.
- Troopers stuck with playing the "use hidden camera" animation all the time.
- Grenade trajectory looking OK but grenade hitting wall.
- Sounds sometimes getting cut while in a very busy scene.
- Removed single plan / single trooper challenges from maps where it couldn't be done.
- Breaching/opening doors when behind walls.
Modding / Structure changes:
- FOV can be modified per weapon/item.
- Challenges are now configurable for each map.
- Can publish new maps to Steam Workshop directly from the editor.
- Equipment.xml is now split into 4 different xmls (items, pistols, rifles, shotguns).
- Can now update mods if you have more than 50 published mods (special dedication to RedPanda for giving us extra work to do).
- Can now modify/add new portraits (data/config/user_list.xml can be modified/added to by using filesystem_mount.xml).
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