Thanks for the comments, I'm glad people are enjoying this.
Quote: "are you aware that your project files are still in the folder?"
Yes. I decided to do this a few months back as I thought it would be a good way of unburdening myself of the project.
Quote: "I like the ferocity with which the enemies attack once alerted, gives you a bit of a jolt.
The difficulty and lack of saving makes walking through every door a careful maneuver.
Fighting seems like a less preferable option to stealth in this game. every bullet hit rattles the players aim which is a nice touch."
The game was originally intended to be a stealth game and to down play the shooting. The stealth turned out to be a weaker aspect and the shooting became much stronger. It kind of morphed into a tactical shooter.
Quote: "one negative thing I found was that the alarm becomes super irritating really fast"
Really? With your signature? I think I might've got a bit too used to the alarm after repeated exposure to it. The alarm does serve a function, in that when it stops you know there aren't any more enemies about. I also think it adds to the sense of confusing and panic. There might've been a better way to do it. I was trying to keep the hud to a minimum so I wouldn't want a alarm icon, maybe an alarm reset/alarm over sound.
Quote: "i wanted to up the amount of Health point"
This is done in the options menu of the main game. The base level of 100 is hardcoded but this is modified by the multiplier the player sets in the options menu. This multiplier is saved to a file: data_files\hard_coded\player_profile.txt, which for some reason is the only data file I didn't make human readable (look at the first part of the _extract_player_and_level_list_data subroutine if you want to be able to read it)
Quote: "how did you in code the amount health with a different program ?"
The program that created the file initially simply wrote the data to the file in the same order as the game reads it.
Quote: "I also like the tactical aspect, the left right leaning does a good Job adding to this Feeling"
I realised early on that the game could only be tactical if the player had a chance of seeing what was in the level without being seen themselves. I initially thought about using a radar but thought that being able to lean around corners was more fun.
Quote: "The only thing i miss in this game is a crosshair"
Leaving the crosshair in made aiming down the gun sights pointless and I wanted the player to have to aim. I could've made the bullets less accurate when not aiming by adding some randomness in but that went against the arcade style philosophy, which should be more about the player's skill than the characters.
Quote: "I think i will keep this on my computer"
Thanks, I'm glad it's a keeper.
One last thing, I created a new video showing some tactical / stealth action. It's a full play through of a single level, I've added the link to my original post.
Thanks for your feedback and thanks for playing.