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I did originally have an idea for reloading mechanics that'd be timed to the beat - with some of them having a quick-reload option! The pistol would take four beats - one for each main action - but if you hit reload again for the second beat, it'd quick-load and be ready by beat 3 instead. A lot of the guns I had this idea in mind, but ended up cutting it instead to go with the older school doom feel. I think if I kept going with this I might take it a step further and reintegrate that, but the main downside was having to animate reloads in stages.

The heavies' shields are actually hitboxes that stop rounds from damaging them! They're the only enemy where aiming matters more, and you have to shoot for the points that aren't being blocked. I wonder if that mechanic might've been a bit too less intuitive to realize - maybe for a future version I'd probably add hit feedback, to make the enemy shield flash when hit, and them react when they take a hit instead.

The boss fight issue is a weird one - thought I'd patched all the geometry - but you can restart the current level from the pause menu just in case. Where did you fall out? I can see about trying to fix that in a future build!

Thank you for playing!

I figured the shields blocked HP, but I was always shooting them in the head, maybe the hitbox isn't super accurate? Hard to say!

I just feel out when I accidentally jumped backwards off the edge over the pitch black void lol, not sure if that was intentional or not, would be nice if it just did damage to your hp but brought you back to the start of the fight?

Also, one last thing, maybe ammo being more common or more prevalent would be nice, or some way of getting ammo back over time, because using the pistol constantly if you have terrible aim kinda sucks!

Keep up the good work though, this is awesome for 4 days!

The hitboxes are very generous due to the pacing nature of the gunplay - it's more about strategy - but the shotgun centre-mass is your usual best bet against heavies. The final boss has a bunch of ammo scattered about, but one thing that could be neat is meleeing an enemy gives you ammo too. Not sure yet.

You shouldn't have been able to get out to the edge at all, the entire space is meant to be enclosed! I'll look into that - thanks for the heads up!