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Really cool game. Gold'd 3rd level and secret level on mid difficulty, then gold'd the 2nd on hard.

Didn't utilize much manual throwing or jump kicks. Just combo hits, aimed kicks and strafing, as well as strategic gun shots. Hitting and then kicking stunned enemies for quick kill is the best mechanic of the game for sure as without it combat can get stale.

The game definitely shines more with higher difficulty, surprisingly despite throwing in tankier enemies, though not with difficulty spikes as those make me think twice whether I want to replay the whole level. While there's theoretically a decent selection of weapons, the gameplay variety feels stale because of limited selection of enemies and simple arena structure, as well as weapons having miniscule differences in the end (maybe outside of splash damage ones). I liked the third level shotgun on mid difficulty, as I at least had to make a long term decision to save it for the bossfight. Adding that sort of routing elements could make levels more interesting.

thanks g, that's a really good post


the weapon system is a bit crusty, but I might be able to cram in some additions. What sort of variety would you like to see? I admit right now they kinda tend to be "more of the same" save for some AoE attacks

It should probably be weapons that break the basic playstyle muscle memory through major advantages and drawbacks, or have different ways to win encounters. Maybe the chain having spin up move that can deal AOE damage over time having you stay close to groups for maximum efficiency, and finishes with long range pull attack? Throwing weapon with multiple charges for safer execution (could actually be good at teaching player to use it more often on regular weapons). Charging attacks that move player and require you to commit. Something with kick synergy could be cool. Molotovs for area denial. Even completely shite weapons that make you want to throw them out immediately could be a cool twist.

The line between weapons and environmental hazards could be blurry too and you could have level elements that require you to plan around them.

It could result in bloat though and focusing on encounter design would be a safer bet. Gun shooting enemies (or whatever that was in 3rd and 4th level) are a great idea but they need careful placement and it's not something that should be introduced at the end of a level in an open space.