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Understandable that you don't want to put a toggle on a shooting mechanic. Maybe have some mechanic that builds around it?  From the top of my head:

-> overheat when shooting too long

-> take more damage (or deal less) while overheat is active, but no other penalty that would break the flow of the game

-> while overheat is active, if you stop shooting, you get a "boost" on air parrying/deflect/reflect

-> boost will:

  • cooldown (remove) overheat effect quicker/instantly
  • increase damage for some time or something similar modifying the weapon
  • quickly upwind the gun, to make up for the time spent not shooting and instantly getting back into the shredding


Also, trust in your movement mechanics when it comes to the ledge grab. My frist thought on the wall jumping was "Meat boy", because it felt so solid.


Just my 2c.

Thanks for the ideas. There is a lot that can be done with releasing the trigger and I have to get to it (I have prototyped an air dash recoil by "respinning" the minigun but it was meh). Overheating is in a weird spot because it introduces warmups and cooldowns (no pun intended) that could encourage player to wait which is the opposite of current design. The last point is something I wanted to add for sure for burst damage.

Now that I think about it I can make complex overheat mechanics work through optional upgrades which would help me explain those mechanics.

It's not like ledge grab is required overall, it keeps horizontal momentum and it will have some interesting interactions (ie. swinging around into bullet form killing machine).

I see. I'll be looking forward to see what you'll come up with. Godspeed.