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>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.