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Shotgun Anaconda

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


Recent community posts

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?

Thank you so much for the feedback!

Movement is so hard to adjust since im used to it so it's great to hear other peoples thoughts. I will work on visibility and making things clear, i agree with you it's an issue right now. Also i appreciate the feedback on the camerashake and effects, it's personal taste but i think i might have gone too far haha. 

Thank you so much for trying it out!

Very good idea with the weapons name, i'll make it so the name flashes when you pick it up. Im thinking of making the camera shake and all adjustable in the settings. Thank you!

Thank you!

I'll have to work on visibility until the next version, playing around with how dark the game should be and clearing up sprites.

Thank you for you feedback! I will make camera shake and things optional in the future.

Very nice graphics and fun. Certain things that bugged was that the controls are a bit stiff which makes it hard to dodge enemies, and ninjas seem to have longer range than you which makes it even more difficult. Also the jumping down from trees are triggered when you are too near imo, in general thats the only thing that bugs me, the lack of dodgebility.

Good job!

Your controls are bit off, especially the wall jumping. Maybe there's certain way you have to play but I didnt get it and your levels didnt really teach it. Keep working tho, a plattformer is always fun

I'm totally for a heist game, love the concept. Here are some pointers, some of them are personal preference:

  • nice art! The only feedback i have is that sometimes visibility for important things as weapons arent 100% especially if there is a bunch of other things in the room
  • I dont know what your design goal is but stealth isnt needed when you start out, it's quicker and easier to shoot enemies. I also didnt get the choke out mechanic 100%, it worked sometimes but sometimes it didnt.
  • It felt a bit weird that enemies respawned when rentering rooms. In the same vein, placements in certain rooms (depending on where you entered) wasnt optimal, ended up right infront of cameras or next to enemies.
  • Nice weapon variety, love the names. 
  • Very cool abilities, will be fun to play around with them in the future.

Good job!

Really nice art, love the look of it, here are some suggestions:

  • weird controls, it stops oddly and stops attacking if you e.g. hold down. I understands it's early and im sure you will fix it up when you get to polishing but it would benefit a lot from smoothing out things
  • button placements feel a bit weird, especially the dash button
  • Nice amount of moves, most things i tried did something new
  • Great art!

Not much to say right now other than it looks great and already feels great to fly. Looking forward to see how you will flesh this out.  

Doesnt seem to work on 32 bit windows.

Very nice game! Love these small, clever puzzle platformers


  • Tab is a weird button in general, would much rather prefer something like A or S. Would also like a button to change to the latest suit.
  • I wasn't really sure if i beat the game or not, i came into a room where it said hello and then dropped out of the room and went i went back i think it faded to black? Also it has no save lol
  • Very nice and tight controls
  • your current level design is a+, keep that shit up really dope!

I love this thing. it has so much potential!


  • I love how you have given a 2d game so much weight, it feels great to swing that sword even if it hits nothing
  • cool enemy variety 
  • A big moveset which is great, almost everything i tried did something new.


  • Nitpick but i wish the jump when running would be more instant, in general i would love to have more control of the character. Right now it's hard to gauge how far im rolling, hitting or jumping because there is small inertia here and there.
  • in the same vein, it was a bit hard to gauge enemy hit distance

Here are some personal thoughts: 
I feel like the game is in between wanting to be a cool fighting game with focus on style (e.g. Nier) and a more punishing precise fighting game. I think it would benefit greatly if you decided which direction you want and went all the way with it. It has a lot of style but right now it's too punishing to encourage me to really try things. The punishment combined with the visibility not being 100% creates situations where I'm not really sure if I'm taking damage or what killed me. On the other hand I feel it's not precise enough to be the second style. 

Also small things like giving the player bigger arenas would do wonders for the moment to moment gameplay (small arenas with lots of enemies work if they are more squishy). I would also like controls to be more streamlined, e.g. do you really need a roll and a dash? 

Sorry for the long post, but this really has a lot of potential so i hope you take it the right way. GG!

great gfx! This might be a matter of taste but the controls could use some adjustments, a quicker acceleration would benefit it quite a lot.

Ambitious game, cute gfx and well made for what it is. Hope you expand the scope.

Fun mechanic! You should take this further and expand.

Very ambitious and cool game :) many systems working together, major props!

Cute... but there really isnt anything to do. Will check back later when you have added things.

Wow! Thank you so much bro!

thanks for playing :)

I've realized it's not a shmup it's more of an action game. But thank you for the feedbac.

damn shmoopdev kill me softly plz. thanks for playing bro

You mean you dont like my 4 bar arp loop? lol. Thank you for the feedback friend!

Thank you bro, Im starting to think shmup was the wrong world to stamp this with lol

ohh right, i was gonna do a sfx mute... i'll put it on the list if i continue with this :)

Hmm just tried it out and it works. Do you have an english keyboard?

Thank you for trying it out bro :)

I see what you mean, i will tweak the effect if i keep working on this.

Love it, i already gave you feedback in discord but looking forward to following this. A control rebind is the only thing i really wish was in there :)

Thank you bro!

Interesting game! Reminds me of FF tactics and Advance Wars. I like the character design, makes it look unique. I did get some weird graphical glitches but that might just be my shit laptop.

A lot of your game is going to fall on balance but it's a good start and you got a good chunk already :)

is the jaggy gfx on purpose? doesnt look too good.

No animations obviously.

Walking is floaty but attacking is stiff. Not really obvious what you are going for. cool intro pics tho

thank you @canovi! There actually is a reload button, E button, i might have forgotten to put it in the text in game lol.

I need to remake the level progression, it's just way too random at the moment. Thank you for trying it!!

The big feedback from is that the punish rate is too small, u can almost just hang to the corners and the risk of getting punched is too low.

this can be cool if you expand with different combos and moves. Good job!

  • I really like this 2d DMC style game. But i spent most of the time fighting the controls, they just didnt make sense, maybe it's made specifically for a gamepad but see if you can tweak things around.
  • Also i got weird graphic glitches, i couldnt figure out if it was the effects like blood janking around or your camera glitching and reseting every frame.
  • I love that you already have combos in place, like that you can cancel and combo into other things. smooth the controls and polish the enemies telegraph and this can be really good
Following this!
  • Smooth controls
  • cute gfx and sound track
  • I do wish for a bit more control in the windtubines, i understand it's a balance between changing the dynamics and keeping difficulty but at times it feels a bit too random.
  • i like the pacing and how you introduce obstacles and then combine them for variations.
  • There are some difficulty spikes maybe coming a bit too quick but not too bad.
  • Would love some sort of timer or scoring.
Good job!
  • Dope esthetics. But the main game is too dark, it's slighlty too hard to see enemies.
  • Also the main control scheme doesnt really work, i think i know what you were going for but it doesnt lend itself to this real time gameplay, the alternative way is way bette but even that breaks at times. is there a reason you dont do the regular direction movement?
  • Also the mouse doesnt really line up with the aiming, also i would like it to be quicker but maybe you want it to be slow turning like that.

But i like this, following!

  • Great graphics
  • Like the sound effects
  • Wouldnt mind if the main character moved a bit slower, the speed right now felt a bit too unprecise.

I'm not really a fan of this genre so I'm not the right person to give feedback. good job tho!

Love it!

-Physics are great, feels great to control the player.

-Needs some sort of score system with bonuses for e.g. not touching the floor.

-Fun and simple levels.

Great job!