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It's a really cool game. I love the shooting mechanics, I love the giant bullets, and I love the lighting effects.

I feel like you might have scoped too big with the game's scenarios? There's supposedly this big mystery brewing, but the game is fully open world, and the buildings are kinda hard to distinguish... so you kinda just end up wandering around blasting every goon & cop you see until you find giant people to talk to. Eventually the game told me I won, I suppose.

I think either having a more traditional mission structure where the choices you make are more clear, or no story at all (to focus more on the great shooting mechanics) would have been better...

I love the audio and the hand-drawn cutscenes. I love the chalk lines from dead enemies, that's a fun touch. I'm not sure about the pictures of figurines that were used for the NPCs.

Yeah, that's a fair assessment. We probably scoped too big. The popup clues interfere with the flow of the shooting, and they don't offer enough of value on their own. We should have found a better way to incorporate the story into the mission structure. Thanks for the  constructive feedback!