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(+1)

The weapon variety was cool and the paralax backgrounds were nice.  In general you nailed the grimy post-industrial dystopian feel.  

I think the gameplay could use some more variety-- maybe some additional mobility, a melee attack or some deflecting ability. Your option in most scenarios (especially when constrained by the level) is to just tank damage and get out as many bullets as soon as possible to take out the enemy.  Some of the enemies were easily exploitable too-- you can stay just out of range for the big purple guys, and with the huge green guys at the end I just stood underneath them and fired upward (they can't hit you when you're directly below them).  Maybe thats intentional but the first time that happened I ran out of ammo for my gun so i stood there for 30 seconds firing tiny bullets and it wasn't the most fun pacing. After that I mainly ran past those guys.

Loved the train levels and I liked the spritework, nice job overall!

Thanks for playing Ahintoflime ^^

Yeah agreed that the variety in terms of encounters and level design’s a bit lacking hopefully i can do better next time, i was inspired by the Valken series for this but i gotta admit i don’t really know how i could implement a similar shield mechanic so that’s why it’s a bit lacking on that front as well, i also admit i’ve overscoped a bit and maybe lost a bit too much time making weapons and the split screen related stuff :(

Granted as well the larger enemies are a bit too exploitable, their aiming system is a bit experimental and caused a bit of trouble so in order to not risk breaking anything i left them as they ended up to make it in time for the jam. The ammo system was also a bit of a late addition so i didn’t quite balance the ammo pools of most weapon properly to avoid running out in critical situations my bad -_-

Glad you liked the industrial look and train levels though :)