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A jam submission

The Gun is Good - DEMOView game page

Action-roguelike horde looter shooter
Submitted by SPECXHT (@NorthwoodStudi0) — 2 days, 23 hours before the deadline
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Play good game

The Gun is Good - DEMO's itch.io page

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Comments

Submitted

I always have fun playing and recording your game. here's this demo days folder:

https://mega.nz/folder/PYMBCI6A#kb__dlWiUsmt-zPha-iBtA

I don't think I have any direct feedback I can give you, so I hope just watching me play is going to be useful, or at least entertaining to you. Keep up the good work.

Developer

Thank you so much for the long video, it is extremely helpful to see people play for an extended period of time. Fun too, I could watch this stuff for hours.

I really think I need to find a way to convey info about weapons though, just not sure how. Also a lot of the weapon choices you make I don't really agree with hehe. It was cool that you got the burning laser with ice damage and then the powers for more burning damage. I'd like to have more combinations like that possible in the future. I was wondering too if you knew that the fire damage a gun does is completely separate from the amount of damage the burning effect? The burn does the same amount of damage regardless of the fire damage of a gun. The Burning Laser will probably be removed/changed to another gun with a similar effect.

For example I noticed you got confused by the difference between a Faust and a Bazooka; the Faust has a really fast gun swap speed (not actually shown in the tooltip though...) and basically no reload but low rate of fire. The point of it is that you can swap to it fast, shoot a rocket, and swap back to another gun without having to wait for it to reload - just wait for the rate of fire. But I know its really annoying that you can't really tell why you can't fire it sometimes, need to figure something out there too I guess. While the Bazooka is just meant to be used like a regular gun.

Lots to do. Unfortunately progress will, and has been for a while, be zero while I deal with some RL crap. So I'll probably skip next DD, I'd like to shake things up a bit for the next update if possible.

Submitted
Also a lot of the weapon choices you make I don't really agree with hehe.

Yes, I was expecting something like that to be the case. I hope I was able to vocalize my thought process behind choosing those weapons. If you see me comparing stats of two weapons, and I still go with a worse weapon, then I guess the info is either not clear to me as a player, or I just make dumb decisions.

I was wondering too if you knew that the fire damage a gun does is completely separate from the amount of damage the burning effect? The burn does the same amount of damage regardless of the fire damage of a gun.

Not really. I noticed increasing the % didn't add up to the dmg in brackets as I thought it should, but I just thought maybe there is some minimum cap on that. Burn dmg and fire dmg being completely separate was not something i was aware of.

the Faust has a really fast gun swap speed (not actually shown in the tooltip though...) and basically no reload but low rate of fire. The point of it is that you can swap to it fast, shoot a rocket, and swap back to another gun without having to wait for it to reload - just wait for the rate of fire.

It makes sense. I do not think I am skilled enough to take advantage of that.

I know its really annoying that you can't really tell why you can't fire it sometimes, need to figure something out there too I guess.
It can be quite confusing when the rate of fire is so small it appears like reloading. You already have an animation for reloading (rotating your weapon), so if I cannot see the character doing that, I just think I should be able to shoot. The rate of fire being so low was not something I thought about. Maybe instead of bounding rate of fire to how quickly you can change to a different weapon without waiting for reloading, you could play with a stat on different weapons on how quickly you can swap out of them.

Lots to do. Unfortunately progress will, and has been for a while, be zero while I deal with some RL crap. So I'll probably skip next DD, I'd like to shake things up a bit for the next update if possible.
Understandable. I look forward to seeing your game on DD53, or whenever you submit.
Submitted

cool game, runs smoothly. I like how the frags don't damage yourself.

Developer

Thanks for playing! I have thought about self damage for explosions, but I don't think it fits the game. Maybe as some sort of power though...

Submitted(+1)

This has come a long way since I've last played it. No real complaints or criticisms that weren't voiced by others here; just the level select thing that zerochance mentioned.
Are you using boids for the mobs? I'm curious to know what this is like under the hood.
Anyway man, super fun and will probably pick it up when it's all said and finished!

Developer(+2)

Thanks for playing!

I'm not using boids, in retrospect maybe it would have been better/easier but oh well. Its pretty convoluted how it works right now because I didn't plan anything out, and its sort of a test bed for how I'd want an RTS to function in some far off future. The AI is using a mix of flowfield pathfinding and A* for some rare situations. They can either act individually or be put into formations where the formation will decide on their behavior instead. There is a degree of randomness in their movement depending on the type of enemy and if they have line of sight of you etc. Some of their movements will seem intelligent because of how many enemies there are when its actually just random.

Submitted(+1)

I think spread guns like the uzi and the other one (i don't recall the name) are kinda overpowered  when compared to others. I found myself ditching the shield gun since there re very few demons that shoot missiles in my playthrough. The bazooka is nicely balanced.

I guess it be cool would be to be able load a playthrough where you haven't died yet but maybe the final game won't be long enough to require this (I just gave it 20 mins while I try other demos too). I understand and like that dead means starting from 0 but if I just wanna take a break and option to load current playthrough would be neat.

Developer(+1)

Thanks for playing and the feedback!

Always trying to improve on the balance so its great to hear peoples' thoughts on it. There will probably at least be saving between levels for the final version, there sorta is saving already (but no loading...).

Submitted(+1)

Keep up the good work, this game is great so far.

Submitted (2 edits) (+1)

as before, i shared the demo around. my friend with the toaster confirms he can play this new version, so whatever the previous issue was it is now gone for good

i love the big machine gun, which i assume is new. that and the triple laser makes for a powerful arsenal

i love the unknown maps. the first one was cozy, the second one was tough and it ended my run. i wouldn't touch anything there - it really feels like i'm stepping into mysterious unknown territories.

i haven't got a single complaint or issue that i think needs addressing. i guess if i had to think about it, the difficulty curve is weird due to how hard level 1 is compared to picking the open map on level 2, but this is clearly a preference on my end.

a running spikey boy had the aoe-wizard-casting guy in front of him as he charged, which meant that he pushed the wizard towards me. it was a fun sight to see.

will buy this on day 1.

Developer(+1)

Thank you very much for playing and even showing it to other people. Glad you like the new node. I need to find time to hunker down for a few months or so now I think and just bang out content.

certified action kino

pressing start - left side "door" reaches half screen, right "door" is stuck, then it transitions to the first stage. bugged.

cool UI design, I recc changing font in main menu, design overhaul in settings)

level select should start on the current node you beat and allow scrolling in both ways, not remain at the start and force scrolling.

allowing you to look at the guns and runes you finished with on the last run would be nice. 

Developer

Thanks for playing!

Good feedback, I'll implement pretty much all of it. I wanted an end screen done on level complete but I missed it for this DD.

just a clarification on the font, I think it'd be nicer pixelated to fit with the rest of the game. the current one isn't bad, it just feels a bit out of place.

Developer

Yeah I tried for quite some time to get the same font look nice pixel perfect with an outline but couldn't really get it looking nicer. I'll figure something out.