
Form your team with up to 5 friends in Task Force Gaming's® Protocol: Children of War and enjoy the unique variation for military shooters based on real experience of US Army Soldiers who fought in Afghanistan.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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I would recommen to publish the Game on itch.io fist, before releasing it on Steam EA. Me as a hobby Game Dev can fully understand that you are proud on your first game. But even with the FPS Kit from 314 Arts, I'm not sure, if thats the right way for you the first Game. But here is my feedback: -check out Garbage Collection there is a lot of sturrering going on, which I can only to myself with regular Garbage Collection going on in the Background(if you need help with that, contact me here on steam). Cause my 3060ti should be able to run the Game Smoothly. -Another problem is, that when you are Waiting for players the AFK detection thinks you are afk even when you are running around the map. The Bots need alot of work(and bots matches should not be only accesable with the host 3 3 1 0 0) -because they are in the moment way to slow in reacting to players and I dont like that when they tracked you they have like full aimbot). - The buildings are way to empty and the Map seems way to dead. -Weapon should be rendered with a seperate Gun so that it doesnt look strange with Higher FOV -its nice to spectate other players threw First Person view -Fireing feels solid and I like the animation of the Gun -Because there where no players online, i cant tell something about the Multiplayer but the 124ping seems like Players in Europe could have problems in pvp fights. If its would be an early verison on Itch, I would actually recommen it to other players, but here on steam I'm not sure, because i.m.o steam customers have higher expactations to a game(even in EA). I will give you a recommendation, but you see it more as a neutral feedback, because you feel the lack of polish in this game. But respect for doing this alone as a game dev my self who hates working with Photon networking xD
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 26 reviews with recorded playtime.
Bu oyunun kemikleri son derece sağlam. Güvenli/canlandırma sistemi, silah ilerlemesi, silah alımları ve yerleşik operatör özelleştirmesi gibi farklı yönler, eski FPS oyunlarının daha doğal bir ilerleme gösterdiği alternatif bir evrenden bir oyun gibi görünmesini sağlıyor. Sadece botlara karşı oynarken bile çok eğlendim ve tavsiye ederim.
Its ok game....but it needs players and a lot of work to be done! But it has potencial.
[quote][b]Note: Dead PvP game[/b] This game contains no meaningful single player content. There are no available servers and no player population. This game cannot be played as intended.[/quote] [quote][b][url=https://en.wikipedia.org/wiki/Asset_flip]Warning: Asset Flip![/url][/b] "Protocol: Children of War" is one of literally thousands of creatively bankrupt asset flips infesting Steam and lowering the average quality of all video games everywhere.[/quote] This is a remarkably generic PvP arena shooter with a modern era military theme that leaves us with the great question, who abandoned this first, the tiny handful of gamers who tried it, or the developer? Thankfully we can look at the figures on SteamDB and compare that to the last repo update, and the answer is: The developer. The game basically wasn't updated since it dumped on Steam Direct. The players played that build and then left. Anyway, not totally relevant, what is relevant is what this is and why it failed. Let's get into the autopsy. "Protocol: Children of War" is partially or completely made up of stock assets, "borrowed" from asset stores and free asset websites. Little, if anything in this game is the creation of the "developer". While there's no up front price for this asset flip, the other problem with asset flips is that when developers aren't capable of doing their job and creating high quality assets, it's also true they can't do any of the rest of the job of a game developer either. That's definitely true for "Protocol: Children of War", and this kind of asset flipping never results in games that have quality or value for PC gamers. [i]Almost every PvP exclusive game on Steam fails.[/i] Only a tiny proportion of them "go viral". This game failed for many of the same reasons those others fail. The chief of which is the developer thinking that their game will "go viral" without actually creating any reason for it do so. Competition amongst PvP centric games is extreme, and there's only a finite player base to appeal to. This game failed to reach any kind of critical mass and died as a result. Let's go into some of the reasons this particular game failed to appeal to gamers, despite the zero up front cost. First and foremost, there's no meaningful single player content. The developer gambled that other players would be an acceptable substitute for adding storytelling, level design etc to the Game. They lost that bet. Without a huge community of players or single player content to add a lasting value to the game, the game dies. Developers must learn that other players are not an acceptable substitute for adding content to a game. The obviously asset flipped nature of the game is a natural deterrent. Gamers don't like asset flips and we can smell them a mile away. Now on to pricing and value for gamers. So this is "free", but it's abandoned. Worse, it was never intended to be free. The developer intended to charge for this if it ever left Early Access... but the developer just couldn't be bothered. Making this abandoned pollution that gamers need to filter through when searching for products made by more ethical developers who fulfill their promise to deliver on their Early Access commitment instead of breaking that promise. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at only 14 concurrent players, and that only happened once, at launch. After that single day, there weren't enough concurrent players to fill one single server. Imagine a game so bad it only got played once. Here it is. This had a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. I didn't pay money, but I still feel ripped off.
Pretty awesome shooter! can't wait for more updates
☀️
As much as I wouldn't be able to program this myself (I'm not a game dev), this game definitely has some issues. First of all the lagginess is horrible..even in the menu's. The gunfire stutters and bursts, the movement janky. There's no bots and no player base which is pretty bad as well. I just ran around the map like a goob-nugget stutter firing at dust bunnies and ghost lag goblins. So empty it made me feel dead inside. I'd say to the dev(s) fix the performance to the best of your abilities and try to pull some players in if possible. Can not recommend the DL and hard drive space usage for now though.
=)
Тактический шутер с элементами выживания в постапокалиптическом мире. Плюсы: Глубокая тактика — продуманная система боевых действий; Разнообразие оружия — широкий выбор тактического снаряжения; Атмосфера — напряжённая и захватывающая игровая среда. Минусы: Сложность управления — множество настроек может запутать новичков; Однотипные миссии — мало разнообразия в игровых задачах; Баги с ИИ — возможные проблемы с поведением противников. Итог: Protocol: Children of War — для любителей тактических шутеров. Привлекает глубокой механикой и атмосферой, но может разочаровать однообразием миссий и возможными багами.
Uhm I did the thing with host 3 3 1 0 0 but match is starting without me. I don't know how to spawn, please make a interface with the choise of using bots. I hope one day it will be a popular game! Are you planning on adding other modes, so yes which ones?
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.