Agent 64: Spies Never Die

Agent 64: Spies Never Die

Community feedback
After completing and streaming the game fully on singleplayer and multiplaye,r here's some stuff that we, viewers and I, think could benefit from future updates:

General:
- Indicator in the menus for part times in story mode, just like in multiplayer challenges
- Nametags for multiplayer games (teams and co-op)
- Friendly Fire option in multiplayer
- Have a wider variety of maps unlocked by default OR a mention that more unlock by playing the challenges, some people were confused believing that the game only had 3 maps
- Crouching, just like GoldenEye it doesn't even need a walking animation
- Leaning during aim mode instead of just walking slowly
- Option to disable team highlight as there is already a marker above your teammates
- Golden Gun-like weapon as a nod to GoldenEye
- Statistics screen for multiplayer stats
- Something about the weapon changing isn't snappy
- Button to go back a weapon slot (i.e. Pistol -> Slappers instead of having to cycle through)
- More female skins, also female pain sounds
- Headroll option (breathing effect)
- Controller remapping or at least a button layout guide
- Option to disable chromatic aberration
- Ahju bot
- Golden Chrome skin :))) There is one for 100%, bugged sometimes
- More responsive manual aiming, it feels too floaty even with a controller
- Add visual timer to zones & briefcase instead of just the messages when it's low on time

Balance:
- Increase the radar range PLEASE there are so many maps where the line of sight is longer than the radar itself, it feels like it only covers a single room
- Increase speed to 125% by default, it feels so much more natural*
- The 357 should have one shot headshot kills similar to the Sniper
- Buff the Viper, its like the Klobb of this game

New paradoxes:
- Dual wielding
- Fast / Slow animations
- Infection mode (dying turns you into a zombie)
- Gun Game mode
- One in the chamber mode
- Paintball mode!!!!
- Not a new paradox, but UI update: Order them alphabetically or by category (i.e. Player settings, gameplay modifiers, NPC settings, weapons, etc...)

Bugs:
- NPC's will use guns if "NPC Melee only" is enabled but spawning with a weapon is on
- Scoreboard order doesn't update until you pause and unpause the game
- Can't open menus while dead, it'll close your settings and anything you had open
- The autoaim setting in multiplayer overrides the user options, players should be able to choose their preference and the lobby option should only affect those with it ON. Make forced autoaim a paradox instead
- Golden weapon skin is not showing up in co-op's partners in third person

*I understand that this might not be possible because of the singleplayer par times. At least increase the strafing speed further to make it more noticeable, like in GoldenEye

Final thoughts:
Congrats on making a really fun online multiplayer experience! We had a lot of fun playing this game and see ourselves playing it again soon. It truly feels like a classic title, despite the flaws.

I do believe that new players should have more to play around with, the default unlocks in multiplayer feel too limited for a game that goes from something that is just acceptable as a multiplayer mode to REALLY fun with friends. Not everyone will want to play through all the challenges, especially the hardest ones. Should do like Perfect Dark and lock most of the unlocks on the easier ones with just some bonuses for the hardest. Or have multiplayer unlocks with the campaign similar to GoldenEye.

Maybe even a free DLC cheat code to unlock everything in multiplayer right away? Lock some of the higher character skins to the challenges (Golden Chrome guy :))) but have the main settings like maps, weapons and modes / bots unlocked.
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I completely agree with Graslu
I agree with Graslu on pretty much everything here. I think another thing is that the N357 Demon and Sniper Rifle should have their own separate ammo types, and the Viper Mk. 1 should be more accurate. Maybe make the par times a little more forgiving too, like 5-10 seconds or so, just so you don't have to be a speedrunner to get all of the content.
All this and ahju bot when?
Yeah! I also want this !
yeah it wasnt obvious there is content to be unlocked for MP & I thought mp was just after thought until i watched the live streams.
Even just having the options shown but locked would be enough to avoid confusion.
Maybe thumbnail of the MP map is great quality life of change just like goldeneye
I'm just going to copypasta these from the other thread because this one is likely to get more visibility, since Graslu is a king in this space:

Features I would love to see for adding polish to the game (i.e. stuff that would be really nice but probably isn't that crucial):

1) Blood effect shaders on enemies when hit, decals on walls behind where they were hit (ray-based decals, I guess). Both Goldeneye and Perfect Dark had this, so it just seems odd that it's not in this game. Also necessary for any kind of paintball mode.

2) A couple more enemy uniforms and/or enemy variant types. Until the final few levels, there's only that snow infiltration level where the enemies get new uniforms. Everyone else is wearing a blue suit, unless they're a "captain" and in a black suit. Additionally, some masks/helmets/hats for enemies. Especially if we could shoot off the hats from their heads.

3) Some extra flourish and panache is needed in a few places to really sell the experience. Some kind of into sequence is REALLY necessary when starting the game as an attract mode. The title screen to the start menu to the level select menu is just a bit boring. There also needs to be another pass on weapon sounds, as I think they could all be heavier and punchier.

4) Similarly, pausing should not just go into a UI overlay. Goldeneye had you look at your watch and Perfect Dark had the little eye visor appear to make your pause menu UI so it was like you were truly in Joanna's POV. John needs something along one of these lines, even if he's just looking at his smartphone to bring the UI menu up. It'd be great if there were a banger pause menu theme too, but I'm not expecting a miracle on that.

5) Give enemies a smidge more health overall on all difficulties, but add more potential damage via body part targeting. This was pretty key to the old Rare N64 shooters. Aside from insta-kill headshots, there was a bit more interplay in how *where* you hit enemies was important. Granted, the team at Rare had some early mo-cap setups and an actual team to make this element really work well, and from what I can tell, this was all made by one guy, so maybe step one is getting at least one more guy to help, but this is an often under-appreciated aspect of the games this one is modeled off of.


Features I would love to see for making the gameplay better generally (i.e. the game really actually needs this to massively improve):

1) Aim mode needs a lot more tuning. It's far too sensitive when using a controller compared to the reliability of the auto-aim combined with the twin sticks allowing the player to aim really effectively without going into aim mode by default, making it mostly unnecessary, when it was a key element of the higher skill ceiling play in Goldeneye and Perfect Dark. I get that this is at least partially an issue with the fact that GE and PD were single stick games, and the modern standard is dual sticks, but there definitely needs to be a solution here.
One quick and dirty improvement might be to increase the baseline zoom in on aim mode by default, and increase the zoom on the sniper rifle a LOT more (probably double its current max range). Then the high sensitivity makes sense as you're trying to cover more screen real estate while you aim precisely.
Another idea might be to just increase the default dead zones? I'm not sure what the proper choice is here to be honest. Only that the default settings don't feel right on a controller, which I assume is the intended method of play.

2) Perhaps some melee focused enemy "rushers" added to levels who change the enemy AI dynamic. Especially for enemies with shotguns, but maybe just give some dudes commando knives who run at you. Or attack dogs. There's a strong need for mixing up enemy behavior more. Enemies who try to kite you by shooting at you with low accuracy while running away toward the mission exit/path of mission progression would also add some mix-up to AI behavior too.

3) Weapon Wheel select. PD had this, GE didn't. I get that this game leans more into GE than PD, but PD was the improved version of GE and there's just no real reason not to have this. Especially if you assign it to the same button as a "hold" functionality. Then you keep the current swapping method for weapon selection but also have the iterational improvement.

4) Shared weapon ammo calibers, more bullet spray inaccuracy, dual wielding guns, and more guns generally. Certain weapons in GE and PD shared the same ammunition caliber, so ammo picked up for gun A could be used in gun B and vice versa, which was important because some guns, like the Klobb, were potentially useful in a tight space because they could shoot a lot of bullets quickly, if inaccurately, compared to a pistol, which it shared its ammunition with, thus presenting the player with an interesting choice to make on using their pistol ammunition.
The problem with the guns in Agent 64 is mostly that there aren't enough variants and models, so the ones that are in the game are all really good, with high accuracy, power, and rates of fire and so they're all just a bit boring. It's the superman problem. They're too good, so there's less of an interesting conflict for the player. There's just not much in the way of making interesting choices regarding which weapon to use for any given moment in a level, and good game design is about creating interesting tension and choices for the player as often as possible.
Were there more guns, including larger swings in the variables of accuracy, rate of fire, and power per shot, along with shared calibers between different gun types to make the choice on which limited ammunition resources you were using as you moved through a level more important, then you get to some interesting choices to make mid-level and in the moment.

5) Quick melee button and duck/crouch button. Improved bullet spray accuracy from a crouch while not moving. Consider allowing melee attacks to combo, and even hit multiple enemies at once.
Bonus points if we can perform a dodge roll like the NPCs do while in a crouch. Double bonus points if the camera zooms out to 3rd person so we can see John 64 do the roll. Triple bonus points if crouching and rolling gives a small number of iFrames so it can be a true advanced tech, even if only in extremely fringe case scenarios.
Totally agree. I would add some dual wielding enemies (which can grant us dual wield upon picking their weapons) and a couple more death animations (enemy deaths are all really abrupt) I miss the dramatic ones like in PD64, or the enemy losing its weapon when shot on the arm/gun.
+1

I also think multiplayer should not have content locked behind challenges. People should be able to boot up the game to play with friends and just have all of the options. Unlocks should be paradoxes and player skins.
There's no paintball mode?
Originally posted by PLUMP RAT:
+1

I also think multiplayer should not have content locked behind challenges. People should be able to boot up the game to play with friends and just have all of the options. Unlocks should be paradoxes and player skins.


I would agree with this since I would just like to play solo against bots but most of the content I could even play are locked behind what I find to be extremely obnoxiously hard challenges. I haven't done all the levels on secret agent yet but I'll say I feel I probably am good enough to finish the game on that difficulty having done the majority, and the challenges starting even just from the second set are brutal compared to that.
Dev please listen to this man
+1 this is where its at, with these additions/ changes the game will be perfect!
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