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(1 edit)

Cool game, nice to see a shooter game in these days.

But, I think the concept is applied to the wrong genre.
The crosshair is mostly useless in a hoard-shooter, you just aim in the general direction of the hoard & fire away, the bullet will eventually hit someone.

There are also other ways to aim, the bullet (currently) ALWAYS moves towards the mouse pointer, so track the mouse pointer instead.
You can use the previously fired bullet to guide where you aim.
And even if you miss, you have so many bullets, shoot so fast & reload so fast, so it is meaningless if 1 or even 5 bullets miss four PRIMARY target.
And again, aiming is kind of pointless in this genre.

I think this concept would fit better in a game where re each bullet has more significance.
Maybe a sniper game, or if you used a flint-lock pistol instead of an machinegun, but against SIGNIFICANTLY LESS enemies, like 1 or 2 at a time.
Maybe a stealth-shooter genre would be better, this could hep prevent the player from just "Going loud!" because there is a (big?) chance that the bullet doesn't goes towards where the player aims.
Maybe this mechanic could be more like World Of Tanks, artillery aiming, that the longer you aim, the more certain it is that the bullet lands where you aimed? Trading DPS for accuracy.

The ghosts was a cool idea.
maybe they could be (is?) coupled to an insanity meter?
So the more insane you become the more ghosts you see, and each ghosts have like a 1-10% of being real.
But you can "radar-shoot" at the ghosts to test if they are real, but that obviously wastes 1 ammo, that might not go where you aim...

The most annoying enemies, are the green guys, because like usual, they don't "play fair", their bullets doesn't collide with friendly units, so they can shoot you but you can't shoot them if there are other enemies in between, so those get the highest kill priority.
Second is the small yellow guys that run in an S-shape, they are hard to hit & can approach quickly, they are best disposed of when they are in front of the hoard, so your "missed" bullets still hits the hoard behind them.
The rest are just varying bullet sponges.

Thank you for the feedback, and for taking the time.


First, a confession: the mouse cursor is supposed to be hidden and locked during play. It is on the desktop build, which is what I was testing on, and which I didn't publish. So the web version shipped with a visible cursor, which means "just track the pointer instead of the laser" is a bug I handed you.

The ghosts are already tied to the paranoia meter. But they're never real. A real one hiding among them, and spending a bullet to find out, that's better than what I shipped.