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Lockdown Protocol is a high score oriented shooter/platformer game with built-in level editor and basic network multiplayer support.

You are a lone scientist in a research facility on lockdown. Something must have gone horribly wrong since everyone and everything is trying to kill you. You must fight your way through individual levels, collecting items and bigger weapons along the way, and finally reaching exit. Perfect your gameplay to reach the highest scores!
 
Note: This game is still a work in progress. It has been released for public alpha testing, but it is not a finished product yet. Please try it and report back to us. Tell us what you think and how the game could be improved. With your help we can make it better!

The game comes in two versions: free playable alpha demo and full version. By pre-purchasing the game now you support its development and get an early access to the full version. You'll also get a 40% discount!
 
Visit official game page for direct downloads and more information. You can find Lockdown Protocol on Desura too:

Lockdown Protocol

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Sample vials and shield power cells Deployable shield device in testing Deployable shields
Blog RSS Feed Report abuse Latest News: Change of plan

0 comments by fractilegames on Jun 30th, 2014

Now that I have finally received a bit more feedback on gameplay in Lockdown Protocol, I have learned that fighting the guards is not fun. It's actually a frustrating chore. The worst part is that there's nothing but guards in the first levels, so majority of the few people who have actually played the game have probably gotten frustrated and given up. I should have realized this a long time ago, but I guess its better late than never.

Because of this, I have changed the plan for next alpha release. Instead of working on high score related features, I will focus on making the gameplay more enjoyable.

Fortunately I have several ideas for bigger and smaller changes to try and see how they affect the gameplay. I will likely make the guards easier to kill and less effective in killing the player. To compensate for this I could add more of them. This would lead to a more run-and-gun type of gameplay than I originally intended, but based on initial testing, it's a lot more fun and suits the game's high score focused nature better.

Deployable shields 

I have also started to experiment with a deployable shield device (in the screenshot above) that could eventually replace the force fields. If it proves to work well enough, it would allow creating temporary cover to hide behind and should make open corridor gunfights less suicidal.

If you have an idea for a change that would make the core gameplay more fun, please let me know!

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Post comment Comments  (0 - 10 of 40)
mouse13
mouse13 Aug 27 2013, 10:47am says:

Why can't I play any of the levels I make?

+1 vote     reply to comment
fractilegames
fractilegames Sep 1 2013, 7:48am replied:

I'm sorry I missed your comment here (I'm still not getting any notifications on new comments here).

Is the created level missing from the list of levels to select, or does it give some error when you try to play it?

The level must have a single player start point for it to be available for single player games.

+1 vote     reply to comment
mouse13
mouse13 Sep 2 2013, 1:01am replied:

When I load a level I made, the screen just shows the background and nothing else happens. I put in one of those SP Start blocks but it's like none of the objects load.

+1 vote     reply to comment
fractilegames
fractilegames Sep 2 2013, 11:45am replied:

Problem solved, I replied to your email.

The game expects all moving stuff like enemies to stay inside area formed by wall/floor/ceiling blocks. The level in question had a lot of enemies placed outside outer walls, which eventually caused problems when starting the level.

+1 vote     reply to comment
mouse13
mouse13 Aug 30 2013, 1:09pm replied:

Anyone?

+1 vote     reply to comment
SoulBlade3
SoulBlade3 Jun 13 2013, 4:59pm says:

Any plans on local coop game mode? Also known as 'couch coop'

+1 vote     reply to comment
fractilegames
fractilegames Jul 3 2013, 5:22am replied:

Sorry for the late answer. There are no plans for a coop mode, local or otherwise. I have thought of local split screen multiplayer mode for basic deathmatch, but I'm not sure if that will ever get implemented.

+1 vote     reply to comment
fractilegames
fractilegames Dec 4 2012, 4:23am replied:

The game is known to work in Debian Squeeze so it should work in Wheezy too, since Wheezy likely has later version of libc, which is generally backwards compatible.

That libXaw.so.7 requiring GLIBC_2.14 is installed by Desura, so I don't know where it came from. I will have to look into this. I will let you know when I know more.

In the meantime, if you have the time, you could try the direct download version. That might work better, since it uses libXaw provided by the system.

+1 vote     reply to comment
Krod
Krod Dec 4 2012, 10:05am replied:

Great! Your reply was very helpful. This commands solve the problem for me:

cd .desura/games/the-platform-shooter/lib (I'm using the Desurium client)
ln -s /usr/lib/x86_64-linux-gnu/libXaw.so.7 libXaw.so.7

Thx!

+2 votes     reply to comment
fractilegames
fractilegames Dec 5 2012, 6:49am replied:

Good to hear you solved it!

If you are interested, the root cause for this problem is explained and discussed here:
Desura.com

+1 vote     reply to comment
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Lockdown Protocol
Platforms
Windows, Linux
Developed By
fractilegames
Engine
Ogre Engine
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Official Page
Fractilegames.com
Release Date
Released Aug 15, 2012
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Style
Genre
Third Person Shooter
Theme
Sci-Fi
Players
Single & Multiplayer
Project
Indie
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Twitter

Latest tweets from @fractilegames

New collectible items: Sample vials and shield power cell. #screenshotsaturday #gamedev #indiedev #igm #indiegame T.co

Jul 12 2014, 11:30am

@ShallowSpace1 @TheIndieSloth Thanks! Now that you mentioned it, I can see some similarity in that game's style.

Jul 5 2014, 9:41am

First mostly functional version of the deployable shield device in testing. #screenshotsaturday #gamedev #indiedev T.co

Jul 5 2014, 8:02am

It feels bad dropping features that you've spent so much time creating, even though you know the end result will be better.

Jul 4 2014, 5:57am

Change of plan for Lockdown Protocol's next alpha version: T.co #gamedev #indiedev

Jun 28 2014, 6:58am

Adding a blocked aim animation to keep player from sticking the weapon inside obstacles. #screenshotsaturday #gamedev T.co

Jun 21 2014, 7:40am

RT @zachmccoymusic: "Lockdown Protocol" Game Review CHECK OUT MY REVIEW ! T.co

Jun 14 2014, 11:26am

Testing an idea of a deployable shield for use in open corridor gunfights. #screenshotsaturday #gamedev #indiedev T.co

Jun 14 2014, 8:33am

Lockdown Protocol will be shown on #IndiE3 in coming hours! You can watch the live stream here: T.co #indiegame #gaming

Jun 12 2014, 4:35pm

I'm getting some really good feedback on Lockdown Protocol on Reddit (/r/linux_gaming): T.co

Jun 9 2014, 4:43pm

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