The concept is both amazing and fantastic. Great, great idea. Well written too. Plot works, of course. I really like the world traveling element. The airline is a fun mini game. The censor idea is fun. The variety of encounter is very, very good. Good metronome usage.
Grammar / Spelling pedantry out the way first: the second mission says "targets walks".
Recommendations and thoughts:
A really easy way to build length and keep branching paths open is to do a quest line where the player has to do 2/3 or 2/4 things to progress to the next point. "Collect two whatever".
Other mini-game type thing like that is cool and will add to the spy twist, because the spy uses the gadget here to stop the bomb, then runs over there to catch the bad girl, etc.
- Spoiler: show
-
I think you might want to move the Russian base encounter to later in a longer version of this tease. You might still use the mind control element and have the Russians capture her or something.... Bad guy base in Moscow is kinda a conclusion unless you have a twist!!!!
You could have a gadget that blanks the screen for hard encounters for X seconds with Y uses. You could have a metronome slow-down gadget. That's the cool thing about 007, anything you want to happen game-play wise can be techno-magicked into the story. Also, giving players agency in effecting what they see I generally like and think is good.
- Spoiler: show
- Maybe have a map with places that the Russians have attacked over time, or are planning to attack. Let the player stop one of the attacks... It can be a story telling device to build a sense of urgency about saving the whole world and all.