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Another few ideas:

  • (Optionally) implement the field-of-view you had in your first Chronosphere game, to make it more difficult
  • Let enemies also respond after you hit them, but before they saw you. You now can sometimes kill them with multiple bullets, without them moving.
  • Upgrades, either temporary, or lasting

OMG so many ideas are popping up now:

  • Combined with the field of view, you could have a radar upgrade to ease it up a little

As a hobby I used to spend some time every now and then to work on my Java game. Ideas kept popping up and I just implemented them for fun. Never meant to release it though, just as a hobby. It was also a top-down kinda game with different weapons, different enemies with different behaviours and movement patterns. Hence the idea surge ;-)

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Haha, I love that you checked out the original. Which is, btw, just a failed entry from last year's 7DRL. By FOV do you mean the vision highlight?

Oh and rocket launcher is not new. It's a bit disappointing without area of effect or at least a flashy explosion though, agreed.

Well I actually ran into it via Google so decided to check it out. It's a far cry from what you've made this time, but the beginning was there :-) Yeah, perhaps FOV was not the right term, but indeed the fact that walls block your vision. Would give it a more stealthy feel.

Ah ok, just didn't come across the rocket launcher then, also found the bow-and-arrow just once so far, after your update.