007 Legends Death Label

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Controls: WASD Movement; JKL Actions; ENTER Confirm
Notes: This game is built in Unity5.3 with the WebGL module. Please wait for the game to properly load; if it does not load in your current browser, I recommend playing on Firefox. Game window must be clicked to be selected.


Eurocom's "007 Legends" employed cutscenes and quicktime events for its barely-interactive boss fights. However, "007 Legends Death Label" re-envisions the original game as a boss rush of arcade-style firefights, with surprises at every turn. Do you have what it takes to defeat the baddest Bond Villains in history?

Post your completion times below, and see who can be the fastest!

-24 Feb 2017-
The mid-80's arcade experience, Go Go Sniper, is available today at https://jonathan-so.itch.io/gogosniper right in your browser for free!
-15 Oct 2016-
Fixed the spelling of a name in the Special Thanks section of the credits.
-13 Oct 2016-
Fixed a glitch in Franz Sanchez's stage where previously, if his health dropped below 1500 while performing Dive Slash, he would stay in the air.
-21 Sep 2016-
Added a "Press ENTER Button" prompt to opening.
Fixed audio loading problems; opening visual should now sync with audio.
Fixed "Flawless Curiosity" name in Sound Test to "Flawless Curiosity (Hugo Drax Theme)".
Fixed window size of game, which should now display properly.

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The game looks good but when I play the players bullets don't hit the enemy charaters.

Jonathan-So responds:

Are you talking about the first boss? I probably should've aligned his sprite to be higher (so it won't look like you can shoot him from the ground). To beat Goldfinger, you have to stand on one of the platforms to shoot him, taking cover on the ground or jumping when necessary; you can't shoot him from the ground. As for any other characters in the game, I think that their hitboxes are aligned accurately with their sprites, and shouldn't pose any problems.
Thank you for playing my game and for giving me feedback! I suggest giving the game another shot.

I like what the game tries to accomplish. And for what it's worth, it delivers on having an immersive retro game atmosphere. But I have some complaints.

I wish the controls were more tight. And they feel like they have been created for a different game! For example, I found shooting downwards only useful for the third boss. And shooting diagonally and up only useful for the last boss. I haven't found a use for shooting diagonally and down!

Dashing feels awkward and useless. That could have been fixed if it was on a separate button and had a sound effect and visual feedback when you do it.

The art style is a bit mish-mashy. There's no uniform pixel size. Some objects are outlined, other are not. And you could have replaced the protagonist's pistol graphic with, for example, a Thompson gun because shooting behaves more like a machine gun.

One feature suggestion: It would be very cool to pause the game with escape and add a pause button on the top right corner. I know the game pauses when I scroll away, but that isn't apparent when the music is still playing!

Jonathan-So responds:

Thanks for playing and for the criticism, I just responded to your PM. I can tell by the way you reviewed my game that you either beat it or were very close, so congratulations!

You addressed the controls as being loose and having multiple ultra-specific cases; while I don't agree with the looseness part (kindly give me an example), you probably saw that the ending reports your completion time. These movement and attack options are for making sure the player feels accommodated and for reducing completion time (speedrunning); you want to keep your bullets on the bosses whenever you can, using all of the shot angles appropriately. As for the dash, I use it all of the time (again, for speedrunning purposes), usually chaining multiple together so that I can move while aiming anywhere I want (Dash -> Fixed-Shot + [Directional Aim]; think wavedashing in Melee). I do agree with you that the dash needs to report player feedback, though.

I learned through this project that generally, textures in Unity should be imported using a 2^n Pixels per Unit value; this is what caused the non-uniform pixel size (characters are 24 PPU). Because this was designed to be an arcade-style game, however, I have no intention to add a pause; after all, players don't walk away from arcade cabinets. Finally, I'd like to address why Bond has an automatic pistol: I depicted all of the characters in their most recognizable and iconic attire. For example, in the original 007 Legends, Goldfinger wears a navy-blue military outfit during the confrontation on the plane, but in my game, I designed him based off of press images from the original movies, where he's in a gold-colored suit. Applying that to Bond, his most iconic weapon is the Walther PPK or the P99, so I gave him the pistol to make him more recognizable. Though slightly unrealistic, Treasure's Gunstar Heroes manages to have pistols that behave similarly to mine, which is why I ultimately drew Bond with a pistol.

Thank you again for the review, and if you don't mind me asking, what was your completion time?
- Jonathan-So

Hello dude, i saw your game.

Jonathan-So responds:

What did you think of my game, then? Is there anything in particular you felt could improve?
- Jonathan-So

Credits & Info

3.20 / 5.00

Sep 18, 2016
11:39 PM EDT
Action - Shooter - Run 'n Gun