A downloadable game for Windows, macOS, and Linux

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You are the helpless NPC, and your mission is to collect as many apples as you can before you die. You do have a body guard, but sometimes he likes to just ignore you and the enemies.

First off, I have to give credit where credit is due. The idea comes from this reddit thread: Reddit - Escort Mission Game Idea.

Though, I have made modifications and switched the idea around to that of how long can you last while grabbing stuff (which is far more challenging than just trying to kill yourself).

The current build is an alpha. There is no SoundFX or music currently. It will be added later. Please feel free to leave suggestions or comments.


Controls

Keyboard

w,s,a,d keys to move.

Mouse click or left ctrl to pickup apples.

Esc to exit game.

Gamepad

Left joystick to move.

A button on XBox 360 / XBox One controller to pick up apples.


What would you like to see added?

  • Local Co-op
  • Online Co-op
  • Other Objectives?
  • ???

More information

Published325 days ago
StatusIn development
PlatformsWindows, macOS, Linux
AuthorMetric
GenreRole Playing
TagsAbstract, escort, mission, npc, npc-simulator, Survival
Average durationA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Gamepad (any)
Player countSingleplayer

Download

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Click download now to get access to the following files:

Escort Mission-Windows.0.0.1.zip 25 MB
Escort Mission.app.0.0.1.zip 38 MB
Escort Mission.Linux.0.0.1.zip 39 MB

Comments

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(Edited 1 time)

Really interesting concept. What do you have planned in the future? Multiple environments? Goals? Challenges?

Edit: I just played a bit of it, and the controls for movement feel a bit wonky. Instead of 'a' and 'd' being strafe keys, they turn the entire character. Perhaps there could be a different configuration? Without the ability to look down, it's tough to know when I'm close enough to pick up an apple. The inability to walk a different way than my character is facing also makes it tough to see how close enemies are.

(+1)

It was just a test concept based off of a random reddit post. And yeah, I totally I get what you mean with the movement. I think I primarily designed it with the controller in mind, but maybe not. I can't really remember at this point, as it has been so long since I touched it.

Ah. Still, if you'd be interested in continuing work on it, I see lots of potential here. Imagine choosing different 'NPCs' to play as, each with their own strengths and weaknesses. Different goals could be set up for different environments. What if there was a shop you needed to send your protector to so he could get better equipment for the next missions? There's tons of ways you could continue working on it.

That's if you want to, though. It's fine if you don't want to. As an artist, I know how incentive and drive are important to the end result.