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Zagu Espionage is a single player, 2D side-scrolling action-adventure game where the player takes on the role of the main character, Zagu, a spy from the Tracha colony, who is traveling to seven different regions to defeat the Rogan empire.

The game is set in a futuristic, sci-fi environment where the player must run, jump, dodge traps, and shoot their way through countless enemies and bosses.

The player's mission is to travel to seven different enemy regions, sneak into the enemy's headquarters, steal the seven blueprints, and make it out alive by escaping each enemy-occupied region.

Acquiring the full set of blueprints will bring Zagu one step closer to stopping the enemy from producing a weapon of mass destruction (WMD), which would ultimately prevent the destruction of Zagu's home planet as well as save the universe.

Powered by Autism
Zagu Espionage is made by adults on the autism spectrum at the nonPareil Institute. At nonPareil, autistic adults gain digital technology skills in various domains and work toward building apps, games and items for the digital marketplace. While doing so, our members also acquire social and work-readiness skills preparing them for success in higher-education and employment settings.

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Zagu.zip 187 MB

Development log

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I have played the game in full. My recommendations/complaints/critiques:

  • Start the game by showing a message and at least quickly after explain the controls and explaining basic mechanics with HP and stamina.
  • Make stamina come back over time.
  • The stamina bar doesn't always appear.
  • Make the level cover the whole screen so you cannot see outside of the map (the black abyss out of bounds area should not be viewable).
  • Pressing Page up/Page down seems to zoom in and out of the map and it seems to be a debug feature that normal players should not be able to access.
  • The sprite for the toxic waste seems to always have the signs on each side, so the warning signs appear too often.
  • The moving platforms clip into parts of the levels.
  • Walls in the level sometimes have a pixel or two that etchs out that you can stand on in a way that is most likely unintended.
  • Make the boss have more HP/more varied/have better attacks.
  • Add in more checkpoints.
  • Perhaps add a camera view so we can know that we are not jumping down a hole that goes straight to a death.
  • Add a use for money.
  • At the end of the fourth level, you can go past the level transporter to go out of bounds and be stuck there until you either quit or go back to the hub.

I also agree with most of Mr. Sneed's critiques.

Thank you very much for this valuable feedback. We have implemented it to the best of our ability. We have updated controls and provided an explanation in game, added an NPC to buy upgrades from, added more checkpoints, fixed the tilemaps, updated the boss, and more! Please feel free to check it out again.

I hope this is the Alpha of the game because it's a very messy and unpolished game. 

  • The starting menu is bugged because the settings don't actually give you settings so you're going to be deafened by the blaring music. 
  • The start of the game feels like a surrealist nightmare where you're not sure where to go but your stamina bar goes down whenever you jump. You don't know what happens when you run out and you don't know how to replenish it. 
  • Playing the game is more surreal because enemies have guns that shoot projectiles that don't have hit boxes consistent with the actual look of the projectile.
  • The longer the game runs the more stuttery it gets, so if you're in instakill lava land (tik-tok mountain or whatever) you're going to get a lot of cheap deaths, and I don't really know what's going on. 
  • There's no way to quit the game while inside of a level or save. There's a load game button so I assume it's supposed to do something.

Outside of that it's unclear what's supposed to be happening in general from what's shown or why I should collect money.

One correction: you can press P to pause and quit the game.

Thank you very much for this valuable feedback. We have implemented it to the best of our ability. We have updated controls and provided an explanation in game, and you can now change the volume in the settings menu.