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It's a cool concept!

I'm not sure I'd categorize it as a "puzzle shooter"... the random damages of the bullets was never a huge issue, I just kept shooting when I had bullets, and then ran away until I reloaded.

I think it would be cool if, instead of a timer to reload, dice would appear on-screen that you'd have to pick up to reload. The dice would cycle between numbers, and you'd get the number of bullets listed on the dice. So it forces the player to think about enemy positioning more, and the timing of their movements.

I love the design of the main character!

Firstly, thank you for playing my game and offering feedback, it means a lot to me that you did so!

Secondly, what I was going for was a sort of Assault Android Cactus level clear system, where you can win by shooting randomly, but if you get the combo to the highest it can be you "Ace" the level for an extra challenge.

Let me know what you think of that idea if you feel so inclined, and if not, you've done more than I expected in the first place anyway lol.

I did get the combos to the highest I could, I don't believe I missed any shots.

I just don't think the random bullet damages & the timed reload offer much strategy?

Prepare for the secret of the game:

Each bullet is generated from an enemy on the screen, unless there are less than 7 onscreen, in which case it becomes random... therefore, if you plan exactly right, you'll never be shortchanged.

The way it works is that it randomly chooses an enemy that exists, and then rolls from whatever their hp is, to 6. So if there's a big slime, it'll be 4-6, or if there's a small slime, it'll be 2-6.

It was the most important game mechanic I designed for this game, because I knew that if I didn't find a solution, the game would be unplayable as it was originally intended.

That said, you can still get lucky and have multiple rolls that work for multiple enemies.


Also, not to brag, but I did Ace the challenge once to make sure it was possible to do.