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Shotgun Anaconda

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A member registered Mar 06, 2016 · View creator page →

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Got you! haha, thank you once again for playing and the feedback!

Oh wow thank you so much! I really appreciate you playing it! I will work on the hud to be more clear. Thx for the feedback on the levels, i've been toying with the idea of finding temporary weapons or upgrades with limited ammo to give some variation. I will try some stuff for the next build and hopefully you will try it again :)

Thank you so much for the feedback!

Very strange with the lightning and debugg menu, but i think i know why they happened so i will fix for next build. By next build i will also loop you back into the hub and have a proper pause menu with Escape-button so you can exit if you want.

Baby energy in baby mode is communicated so bad so it's my fault. If you hit 10 in the combo bar you get a chunk of energy,  since most weapons have fast rate of fire it hits that often, i  havent really balanced it after i remade the weapons 2 months ago. I will have to figure something out.

Would you prefer to not get the energy and be forced back into adult mode or is the way it is now good?

(Also babies get kidnapped because there arent enough toddler sized weapons in the world :( )

Thank you for the feedback! if you find anything feel free to hit me up.

I will check out Espgaluda, sounds interesting. The bar right now depletes every tick but gets a chunk back when you combo 10 hits and since most guns have quick fire rate (or for instance the shotgun that shoots 4 pellets) it will trigger quite often. Shooting enemies while in normal mode refills the bar normally.

In your opinion you actually want the opposite? The bar should empty out quicker so you're forced to be out of slow motion?

Thank you for playing and the feedback.

I'm being stubborn on the safe opening, might change or it might just keep it since i like the surprise when people figure it out.

I will look into the enemy death/shooting, thank you for pointing it out!

Thank you for playing :)! 

It's a thing i've struggled with, how to make players really use the slow motion. To me it looks cool but I understand the frustration. I've been toying with the idea of making getting kills reset the bar or making your firerate quicker. Do you think features like that would make it more useable? 

Thank you friend! 

I have a lot of work to do with the graphics, the details and things add to the juice of it but it's hard to know when I've gone too far but I will tweak. If you have any more feedback on what parts you didnt like feel free to share.

I will make it so you can select guns on the wall, I've seen other people try to do this and it's something I've personally never thought about haha. 

Thank you for playing!

The CTR filter was a last min add but you're right it's too much. I'll tone it down or remove it for the next build. Thank you for the feedback, i have a lot of work to do with the general readability, not my strongest forte but I'll do my best. Maybe make shells a much darker color to make them fade out, think that will help?

Fun concept, it felt a bit weird to play with keyboard but thats on me i guess. Could only try playing with Ai but it was, only thing i wish that it would pause a bit before the first ball gets hit, sometimes i wouldnt have time to reset or move before the ai scored. Personal preference but i would like the player to be a bit more responsive. 

good job!

Fun!

Like the pixelart and basic gameplay loop. I do wish there were more types of enemies that would differently or demand different typing to break variation. Also, the english translation stops after the first boss, it was a text about Merlin that was shown in french. 

The boss was a bit hard to follow, i didnt know how damage i had to do and i do wish there was a way to counter his attacks. It would be cool if i could type  a phrase to negate it or if i typed his word quicker than him it would counter.

Good job!

Like it a lot.

Graphics is cute and nice. Wouldnt mind if hud was a bit bigger especially the stamina bar. Here are some of the adjustments that came up:

  •  I'm guessing it's a bit early so balance between spawning chest happens later, but some rooms had vast amount of chests keeping my hp topped off constantly.
  • I wouldnt a bit of line of sight on the enemies, sometimes they get triggered on the other side of the room with their back towards me
  • This might just be me but i couldnt restart after i died? 
  • My biggest issue is that at times it was hard to figure out if my hits were going to hit because i couldnt see if we were lined up. Also if i was next to an enemy but angled upwards hits wouldnt connect until i backed down. 

Good job!

This was really fun actually, too bad it's abandoned. I would personally make the jump a bit stronger, maybe im playing wrong but i could never get back to proper heights to be able to keep going.

I'm not the biggest fighting game fan and i could never become friends with MUGEN back in the days. But this was hilarious, i kept playing for the story. It has a nice balance between being random and weird and just funny. So great job on the story, gamewise it's just not for me personally.

I cant figure out how to play? Nothing happens when i click or press any buttons. 

Thank you for playing! Do you mean some stuff are too hard to make out?

Great idea! Good execution too for such a short time. First i just killed everyone and thought that you really messed up and then i saw that you had a rating system. Great thing to add replayability. You should definitly expand on this.

Reminds me a bit of superhot since you constantly need to throw and change weapons. What i would love is if you compensated a bit for the shortage by lower enemy HP or slowing down their bullets. 

I honestly dont get the point or how this fits into the theme..

I'm guessing this is meant to be a mobile game thus you removed a cursor? If not that needs to be there because removing it  didnt add to the design it just created frustration.

Other than that i really liked it! Cute graphics and the levels were creative. Wouldnt mind playing again if you tweaked and added more levels.

Cool idea, the only thing i wish is that there was a way of actually gaining momentum by going down and up instead of only relying on boosters.

I really like this idea! Gives me the same anixety as when i row in real life. Would be fun to further develop adding traps or drum tracks you have to keep up with for bonus speed.

This isnt really working sorry.
In this genre you basically only have one method of interaction and it's your shooting, you took that away without compensating or giving any other tool. The simplest solution is to slow down enemy bullets so you can dodge them or give a shield you can trigger. You need something.

Interesting concept that needs more polish. As it is now it's too clunky and hard to control Lily especially if she's airborn. Not sure what I feel about the time limit either, I guess it depends on what you are going for. But personally for me the time stress combined with the not-precise controls created frustration more than "aha!"

Cute art tho and it feels like a good ipad game.

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I love you. 

So much good stuff, I agree with a lot of things and some of the stuff made me rethink things. I'm going to try to touch on most things but even if i dont i'll take this with me. What makes me happy is that you're probably the first to figure out some of my design decisions, which shows that you actually played it.

Movement: I'm not using Game Maker, I use Clickteam fusion 2.5 (not that it matters, both are middleware engines lol) and the movement is custom so the bounce is programmed in there, it's a leftover from the design choice of keeping up the players speed. Originally the movement was way more floaty than it is now.  I've minimized inertia a lot for the next build, I'm going to play around with the wall bounce and see how it feels. Going to rewrite this when I get time, hopefully solving things like diagonals being faster.

Hitpauses: The game currently pauses at player damage, critical hits and deaths. A buffer is going to be implemented so pauses only happen if there hasn't been one in the last 2 or 3 seconds. I might keep player pause permanent to keep damage communication clear.

Sharpie: I originally had an idea of him dodging if you aimed at him, but it was implemented so poorly, he just teleports away with no effects so it looks broken. I've remove this feature and also made sure he always damages you on attacks. I think you are the first one to actually figure out this was intentional. 

Bullet in magazine: speaking of things that arent communicated... I have gears of war reloading in the game. If you reload, the reload bar will flash when it's half way through, if you hit R again it will give you 5 more bullets. Which is probably what you did by accident since I don't have any magazine upgrades right now.

Rapid P: I noticed in the video you said this was garbage haha but I think you figured out the point of it. It changes the gameplay completely. It forces you in close (Because of the short range), the insane rate of fire constantly refills your energy bar which lets you stay in baby mode. Honestly it's kind of the way I saw the game working in my head, but I'm also careful to not force this way of play onto the players. I really didn't imagine players staying away and taking potshots but I guess that's why people gravitate towards the sniper rifle. 

Slowmo: good catch finding the little freebie period, a detail I put in there that people only notice if they play more than a round. Your idea of having one speed of slowmotion might be a good thing, I will have to think about it, it's quite a bit of a change from the original idea. In past builds you actually got a lot of energy back during slowmo but i actually made it small to add more challenge since it was possible to just stay in baby mode all the time. 

I think you are on to something with the slowing everything down suggestion, maybe the floaty speedy player movement is too OP in its context. I'm going to try this out first before I start adding buffs during baby mode. The big pro I've always had is that your bullets dont get slowed down which allows you to deliver much higher amount of DPS than the enemies. Although I like the idea of cutting reloading.

The enemies bullets were significantly faster just one build ago, people still refused to use the slow motion haha. 

In the video you also call the upgrades crap, they are mostly passive as you mentioned. I wonder if superficial upgrades that add things (drones, lasers etc) around the player are better?

For the next build I'm going to implement some of the above things, but also I'm going to nerf or maybe even remove the sniper rifle. It's not the main way I see this game being played. I'm going to try to make a weapon unlock system leaving Rapid P and Autorifle as the two unlocked ones, maybe it will force people to try new things. We'll see.

Great stuff my guy, hopefully you'll try the next build too!

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Sorry for not seeing this earlier!

Thank you for playing and the video. I'm changing the inertia for the next build and going to work on colors and things to make things more readable. 

Can you expand a bit on why slow-mo "isn't working"? I'm trying to figure out why people don't use that system as much as it's supposed to be used. Is it only because it's a "Panic button" or is it that the feature isnt fun?

So weird... i wonder if it's trying to read /load the arrays. I'll try some things and see if i can reproduce this.

Thank you so much as always for playing and giving so much good feedback!

I will remove the jumping of the knife enemy and look over the shotgun sprint. I feel like you about the bullet freeze, that's getting changed or removed too. I will have to redo pathfinding further down the road to fix it. There's a bug somewhere in the obstacle mapping and i cant find it. Thank you!

wtf... is it always like this? or just this once? 

yeah i keep forgetting to fix that bug, but for the next version it's disabled. What kind of camera would you prefer?

Love it. Really really impressed with what you have achieved here. Looks and sounds great, really enjoyed the music track (reminded me of Nier Automata for some reason). Weapons feel great, Looks great and the two missions are varied enough. 

I understand it's WIP but i would really like a tutorial, that would guide you through all the controls and how to fly. It was great fun when I figured it out but it took a while and I had to flip between the settings and the game. 

Harmon:i:c community · Created a new topic great stuff

I love the visual filters and overall great puzzles.

I would love to see clarity in gameplay improve tho, it's hard to figure out in the beginning what im actually supposed to do. Not that you have to type everything out in text but maybe ease into stuff with the puzzles. You already do that but even simpler. 

It just says "press undefined" ?

Good job clickteam friend :) 

art is cute and you are doing some cool stuff with the puzzles, QR codes and all that. Good job :)

Thank you so much! Very good points, i will make it adjustable in the end and clean it up in general.

Must say it's very strange but satisfying to see someone play my game haha, thanks bro!

Thanks! I will do just that with the ammo and overhaul the whole ui at a later stage.

Thank you so much for playing!

I noticed you didnt really go into slow motion that much, any reason you didnt want to use it or did it just slip your mind?

Thank you so much for the pointers!

You are right on pretty much all of it. I will have to work a lot on the clarity, i think i'm just so used to the game so for me everything is ok so thank you for pointing that out. Hopefully i can make a proper introduction/tutorial that makes controls clear but I agree that the sprint should be changed to a dash. 

The bug itself, was it in the menu or ingame too? Did the Crosshair disappear too or only the mouse?