Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

I had fun with the playthrough. My first thought was: ok lets get a bit closer to check out the faces, and got a good scare when the guys ran towards me :D I beat the game in 11 minutes but a chunk of it was me trying to read through the comments here to understand what the upgrades did.
The first row symbols were clear to me. more bullets per reload. But not sure what the rest was. fire was the delay between shots maybe? and blue arrow up my walking speed?  the green, no clue. so these are my guesses. but im only sure for the bullets.
I had fun rushing through the rooms and dishing out  some driveby shots :D and scanning for the glowing leader.

I liked that playstyle more than beeing a silent hitman haha :D

Also there was no need for beeing a silent hitman since no one cared if they got shot and the bystanders didnt care either, everyone had their eyes wide shut :D

I suppose you didnt aim for the silent hitman playstyle, but if yes i have 2 suggestions: penalty for shooting (like aggravating the enemies, making them alert and such, or starting a timer that would make the leader flee) and some binoculars or a zoom function when pressed to zoom in to be able to discern masks from a distance.

But i liked the fast paced action more tbh, so its all good :D

One last thing that is more technical issue : the mouse wasnt captured in the browser version for me (like frozen/hidden in the center) when using the "fake" itch fullscreen button in the bottom right. but using ingame fullscreen in options worked fine. this fake fullscreen button is always there if you use SharedArrayBuffer support. I just thought id mention it. For an unexperienced player that could cause them to think its the games fault, when its not even your fault. maybe a little notice in the description could help.


Nonetheless its super impressive what you created in such a short time and the gameplay felt really smooth and good. The procedural level design gave it a nice touch and the music was a good choice in my opinion, it added to the vengeful story.

Very nice job :)

(+1)

Yea I should have made upgrades more clear. Your correct with the top row being reload,  fire being time in-between shots. And bottom being time in between shots. Green was for decreasing the reload time. Should have also balanced them more or gave first node a noticeable change. 

Yea had to rush out and html export. Pressing Tab twice should capture the mouse but having fullscreen should also do this. for some reason starting it captured wasnt working. Will defiently figure out how to get this working next time I do a web 3d game! Thank you so much for the feedback and play!