Really nice visuals. I feel like conceptually the game is great at giving off the feeling of a duel, but in execution it doesn't feel like it rewards you that much for taking risks. Bullets equal out their stats, there isn't any actuall insentive for fighting with tougher foes, loading deadlier bullets or firing in the perfect window since there is no drawback to dragging out the fight and no limit on the ammount of duels you can take. I tried it both trying to always go for perfect timings and just shooting in the normal window, nither was particulary more effective. Part from that I also think after death the revolver should already be loaded with 6 regular rounds, since either way you don't have any other choice and the player alrady lost a bunch of time do to the lost progress on death, it's a great introduction, but an unnecessary inconvenience when starting again. Now that being said I still enjoyed it for the atmosphere and I think it's one of the best mechanical interpretations of a revolver duel I've seen.
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Thank you for feedback. Loading bullets was a thing i though about, cuz it is fully loaded after a win, but i must have missed implementing it for losing as well. Also the playing too safe was a concern, thats why i added special moves like dodging and blocking that could throw player off if they relied on that method, but you know, its a jam game not much playtesting and balance is last to be looked at and there is much to improve.