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It's coming together nicely. Fans were going full blast, but it runs well otherwise. The lag while first firing a shotgun was actually satisfying.

Ammo is really tight, so if you miss that one room with flamethrower you are quickly forced back to explore with nothing to defend yourself with. Is there an option to unload ammo from a weapon you want to drop?

Ranged enemies are pretty much the only threat with their chip damage and no healing options, and that's how I died at the first three centaur encounter. Flamethrower feels OP with one shot kill and little ammo usage, but I guess it's balanced by the range against some enemies. Minigun has some nice dynamics where you want to push forward aggressively while keeping the spin going for efficient ammo usage.

Kind of reminds me of Alien Swarm but without coop.

>Ammo is really tight,

have you interacted with the shop?  (its in the first hallway where you spawn in)
i'm trying to have a system similar to tok, where ammo is a useful resource. however, running out of ammo is infinitely less fun than how tok worked. finding a balance will be tricky.

thanks for playing!! the minigun was very much inspired by your designs. i hope to improve it and do the inspiration justice some of these days!

(+1)

I think I either took everything form the shop or I left some shotgun ammo there to leave some free equipment space, but whatever happened there when I came back the shop was empty. I tried to be efficient with the ammo use so outside of finding flamethrower earlier I don't know what I could have done differently, maybe aside from environmental kills but they couldn't possibly make up for that.

I'm a bit confused as I don't know whether I should look at this game as an action, action rpg or survival horror game. Depending on that there are different solutions and it can be fine tuned while preserving the tight ammo experience, but there are trade offs and additional work required. Even the way you place enemies or how readable the level design is can make a big difference.