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I just tried it out and... damn, you're right. Even though I have three enemy types that are supposed to punish the player for shooting carelessly, it still works. Well, I was planning to add another enemy that's even more brutal that the existing three.

As for cyan and green modifiers, I would probably disagree. Freeze is useful against pretty much all enemies, cause it not only makes their movement slower, but also reduces their firerate/spawn rate. Fire is good against enemies with lots of health and armour, cause it deals damage for quite some time while completely ignoring armour. Acid could probably use a buff, though. Also if an enemy spawns "children", all of them will be affected by status effect of their "parents".

Exp is good by itself, cause it deals a lot of damage, especially when combined with Co. But what really is a game changer aobut it is that the modifiers that you put after it will only affect the shrapnel it produces, so you can have homing shrapnel or shrapnel with tons of damage without worrying that damage will reduce your gun's firerate. Similarly with Tra, but it needs a bit more additional mods to really shine, cause bullets it spawns have no speed. Maybe I should increase its spawn rate.


Anyway, thanks for playing and leaving feedback, I'm glad you enjoyed the game.

I will give EXP a try next time. It is just that the bulk of the damage comes from red modifiers which are costly (SCA, DA, FI). With the three of them very little space is left for green/blue modifiers. Though I haven't experimented enough, I found the build I posted earlier by chance after a run where I didn't get a homing modifier and was hurting for extra damage.

I tried TRA a bit but the static bullets were useful only for enemies that chased after me. Everything else kept its distance or got pushed away by the main bullet's impact, so the trail just dissapeared without damaging anything.