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Shotgun Anaconda

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

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cool thanks! what did you think of it? worth continuing?

haha sorry about that, will be fixed for the future version.

If you dont want to redesign the UI, you could probably solve it by having a simple explanation in the beginning.

The cannon thing sounds like a bug, they shouldn't move at all after they spawn. I will investigate!

I dont think i'll spend a lot of money but time it can take a while, i myself can see that there isnt that much of a unique hook. This biggest difference is the growing battlefield with, not yet implemented, larger enemies. I could finish this or move to another main project, thats what im trying to gather from these DD comments :)

fun stuff, but i had a hard time understanding how the mouse and UI for it worked/what it represented.

wow really fun, its hard for me to give feedback since some of it was too hard for me. maybe some assistance mode int he future.

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probably right, i didnt reset the values on death. 

is it worth continuing the game?

  • agree, idea was to introduce bigger enemies but havent implemented yet
  • yes
  • good idea
  • i can clarify this
  • hmm what do you mean?
  • will expand cogs hitbox

is the game worth finishing?

thank you,  i agree, right now its very plain.

all good points, will be fixed. was the game fun ?

good idea, i could add that if i decide to continue. you think its worth making into a full game?

thank you feedback! we'll see what i do

Yeah i should have just put in autofire. 

Do you think its worth continuing and making a full game?

Hey man, thanks for playing :)
I didnt know people were finding this. Let me see if i can find the project file and what i can do.


i cant figure out how exporting spritesheets work. it never centers the emitter and if my canvas is 32x32 and i export to a png sheet, the frames are an offset size, even if i export at the max 100x100 the emitter ends up being in the corner. Please help out, i cant be the only one trying to export a sprite sheet and having issues.

makes sense. Shows how much i know about these type of games, I just got stuck for 10 min before I gave up lol.

I wanted to play this since i really like the concept of hacking games but i just cant.. figure out any commands or what to do lol. i feel dumb and its probably obvious but i just got stuck in the test job server. i guess it depends on your audience but someone like me had no clue on what to do.

looks great, love all the "juice" and other shit going on. most things have already been mentioned but i would love more clarity somehow. sometimes i just lose where i am in the chaos. Maybe a colorful outline or saturation.

Great progress and feels so much smoother than before! I love this, its silly and funny (in a good way!). Not much to say that hasnt been said but my main feedback is for the levels this time and its that it can be hard to see where rails are going or where im supposed to go myself. Not sure how to solve it without upping resolution but perhaps background assets to hint the path or similar. 

good job :) 

These are not my main type of games, sorry i might not have gotten everything.

  • Really cool atmosphere. its unique and looks great for what you are going for
  • Combat is cool, feels a tad bit slow but i like the duck mechanic and various spells
  • Performance is a bit weird, hovering around 40 fps on a good rig
  • The mouse camera feels off, is it mouse acceleration? Its really sensitive even though i turned it down
  • Footsteps are weird, sounds almost as slowmotion
  • I really dont understand how to find hidden doors. I ended up on a floor with a locked door, no lockpicks but obviously something behind the wall to continue. I just couldnt get past this.
  • Small bug but i got this purple screen when i attacked the death guy

that makes so much sense. Thank you. 

is there any level in specific you felt was unfair?

ahh crap, D is an old Debug button lol. Forgot to turn that off.
I'll work on the background assets and make them less clear. thank you for playing!

Great feedback thank you. I'll start adding arrows and other hints to the start of the levels. And you are right about some of the obstacles, they arent satured enough to pop out. Thanks!

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Please feedback on the new levels!! 

I've scrapped all old levels and remade 16 new ones including a boss "fight" which is chapter 1. I want feedback on the levels mainly (are they fun, boring, good pacing etc). Feedback on mechanics is ok but i mainly need level feedback.

thanks for playing!

yeah the level end is totally bugged for some levels, sorry it ruined your progress. 

thank you for playing and sorrry for the delayed reply.

-will change slide to not require speed to be triggered

-it shouldnt slow you down, can you expand on this?

-yes a last second bug. fixed.

-good point, will make them more visiable

-levels dont get unlcoked because didnt beat minium time, its a bad design decision and wil lbe changed because its not communicated properly.

-will fix sword throw to be responsive

thank you :)

Thanks for feedback!

-rebinding is a great idea and will come in the future
-Agree, better visual seperation is needed for several things in the game, i will work on this

thank you for playing!

you are right about both parts. Camera movement i will have to remove and im working on finding the walljump bug, just havent been able to track down whats breaking it.

thanks for playing!

You are totally right, ive tried to have a guided camera to show parts coming up but it's not good enough and i understand now that it's making things worse. i will probably just remove it and adjust levels to show more. Sadly i cant support zooming in and out so i will have to find other ways of hinting whats to come.

Thank you for feedback!

-There is something wrong with the walljump, sometimes there's a delay before it attaches itself to the wall, havent been able to track this down but thanks for highlighting.

-"Back to wall" is a bug, will look into it and fix

Got it :) 

one version of the aiming while movement thing could be that the game slows down when you aim. Good luck!

really fun, my only feedback is that at times it can be frustrating because you throw it correctly and avoid obstacles but it actually spinning around a point when it stops feels unfair. because then suddenly its hitting edges and sending you back, i suppose with time you learn but theres no real way of knowing big that radius is and if your spin was good or not.

graphically i would remove rocks, because i for the longest though those were obstacles. in other words, more separation between the objects.

Was playing SP,  fun weapons and nice boss.

movement felt surprisngly good, would think the floatyness would be harder to control. the only thing i noticed was that i wish the deacc on the boost was sharper so i could use it to get out of the way instead of it hurling me away after. 

art is fantastic, looks great! i like puzzle platformers so i like this but movement really needs some work. either theres too much inertia or she comes to a dead stop. it makes these levels that require perfection in a series of movement be super frustrating because you are not battling the level you are battling the controls which is never a good thing.

fun! Really liked it, would love to see you expand it further with more enemies and better ui etc.

Seems like Attack speed is OP since it keeps stunning people allowing you to spam attack. I also enjoyed all the powerups, make them bigger and flashier, dont be afraid to let effects take a bigger role. Biggest con is that it lacks tutorial boxes or being clear what everyting does. but i understand it's still in early dev. 

good job

Nice simple little game. Not too much to say but if you want to make it a bigger game you need more enemis, perhaps powerups and make proper spawns so enemies dont spawn right next to you when you enter the level etc

wow this was really awesome, the quality of animation and effects are super high! The combat is really fun too, it seemed like whatever i pressed or tried something satisfying was happening (i love the ass attack when you dash lol).

My issues were that for games like this i like everything to be responsive which means interuptable. It was odd having attacked and then not being able to turn around until the animation finished. 

Visual clarity is another thing that needs work, its hard to see enemies attack and damages, but thats a tough one since you want to keep the chaos. 

other than its hard to feedback because the game part of it isnt there, its a fun arena right now but would like to see what you do with the rest.

looks great! its not my type of games so i cant give too much feedback but the biggest hurdle for me was that there was no onboarding or tutorial, lots of things happens at once. but also there isnt a difficulty build up, it's a huge spike right away and the first battle can be death. 

really like how it looks and the extra activities available.