Skip to main content

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

keybinds aside(which make it more difficult to play and judge the game, especially the guns part)
I don't know if guns belong in a speedrunning game, certainly not this many guns? 

Placing a target here or there you need to reach is reasonable as a mechanic to have you plan your route and raise the difficulty by performing more inputs, but it's one input in dustforce(I think?) which is clean and fast, compared to stacks of targets which force you to stand in place, the antithesis to speedrun. 

I beat levels 0 and 1 sloppily and did not feel compelled to unlock level 2. If you do keep guns, perhaps reducing them down to rocket launcher(movement tech) and a pistol each on a dedicated button would help make it more fun and remove the gun management portion, which I think drags it down.

thanks for playing! Rebindable controls are on my todo list, to be honest the last platformer i played on a keyboard was Iji so I think that is where the control scheme came from. I agree that the one spot you need to stand in place to shoot a column of targets with the machine gun in level 1 kind of suck, it totally halts your momentum and there is no better way to break those targets.

Guns are definitely staying but i think your point about the gun management dragging down the gameplay is fair. I'm not sure how much of a pure speedrun game this will be in the future.

You are the 2nd person to mention dustforce so now im thinking I should really play that. 

Feedback is much appreciated