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(+1)

We're planning to keep shoot to move for this game. It's an intentional design choice, and we want to find a way to make that work really well. This game is being designed for mobile, and while it's possible to get a WASD-like movement scheme on mobile, we've decided to stick with shoot-to-move and make it the core of our design philosophy

There are a few reasons I think it's a good choice. It creates a need to discover new weapons to find better movement options. It adds an additional balancing dimension around weapons; items that block enemy movement or increase player movement would be redundant with WASD control (in other words, it gives more room to design cool items). And lastly, it's something I want to explore and try to make as good as possible, since very few games use shoot-to-move as their movement mechanic.

I know this doesn't really give you what you want, but I hope you understand why we've made these choices.

Cheers,

- Dpodz

(-1)

well my idea was to combine the two movement methods, allowing for both shootboosting and strafing, making the character agile instead of clunky, as the more clunky the controls the more permadeath will make you rage, and i think that combining simple wasd movement with shoot to move will make a game with a high skillcap and many ways to maneuver around your enemies.

(+1)

I like the 'no move' idea, it's hard sometimes, but i realy like it. please dont change this