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A jam submission

The Gun is Good - DEMOView game page

Action-roguelike horde looter shooter
Submitted by SPECXHT (@NorthwoodStudi0) — 15 hours, 58 minutes 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

Played roughly 50m.

Got a few Runs in, its Fun. The new Options are nice, that it's finally explained what the Symbols mean is nice, that I had no Idea what a Bridge was, and was assuming it was just automatic healing is not nice. 

Gun Mods are fun, I wish there were a few more of them appearing.

While I usually died before running into Ammo problems, I'm thinking it'll probably still happen later on, I got low pretty often.

I don't particularly like, that when I choose to upgrade, I loose the Runes before seeing what the upgrades are, so when I don't like any of them, I can't really go back. I also never had enough Runes to reroll anything, since I already spent them on unlocking being able to choose an upgrade.

I like the new Sprites, the Mummies especially are cute.

The Portal from the Hub shouldn't take so long to activate I think, I often just waited around for it to activate.

I like the Idea of the Hub itself tho, to select new Characters, potentially change starting loadout or various Relics to alter the Runs or whatever.

If I wasn't so bad, I could see this as a Game where you just do a run in the Evening when you don't know what else to do or are waiting for something. Since I'm so bad, that's not happening, but it still is addicting, and has me thinking that I could do one more after I died, because it's always pretty clear that it's because I'm bad, not because of some unfair Thing the Game throws at me.

Developer

Thank you for playing! I'm glad it works.

Gun Mods are fun, I wish there were a few more of them appearing.

Yeah I haven't added a lot of different, interesting ones yet at all. A lot of people seem to enjoy them though so I'll definitely flesh it out more.

I don't particularly like, that when I choose to upgrade, I loose the Runes before seeing what the upgrades are

I don't think I'll be changing it so you can see what you'd get on a level up. Rather add more ways to earn runes so you can reroll more. If you manage to pick up most that drop you should often be able to afford at least one. But yeah there should be more ways to get runes I think, right now for example you get +25% if you finish a level without taking damage (however this isn't currently explained anywhere ingame...)

I like the new Sprites, the Mummies especially are cute.

Thank you, I'd like to think I've gotten better. Don't know if you got to a Plains level that have all new enemies too.

The Portal from the Hub shouldn't take so long to activate I think, I often just waited around for it to activate.

I'll make it faster.

I like the Idea of the Hub itself tho, to select new Characters, potentially change starting loadout or various Relics to alter the Runs or whatever.

This is another thing I haven't had time to really flesh out yet either, will be more stuff like that to do some day! For example, looking at stats of enemies/guns you've encountered.

If I wasn't so bad, I could see this as a Game where you just do a run in the Evening when you don't know what else to do or are waiting for something. Since I'm so bad, that's not happening, but it still is addicting, and has me thinking that I could do one more after I died, because it's always pretty clear that it's because I'm bad, not because of some unfair Thing the Game throws at me.

That is great to hear, its just what I'm going for. There are probably some things that feel like bullshit I'd imagine, like the boss. But I'm going to remake it entirely I think. Thanks again.

Submitted

For some Reason this tanked my FPS massively, it drops to unplayable Levels a few seconds in.

Trying the Experimental Build next.

Still the same Issue, your Memory footprint also keeps rising, you have at least one Leak somewhere important that fills up the Memory pretty fast.

I'll try this again if you fix it, and it becomes playable.

Developer

Yeah its walls endlessly getting destroyed and spawned. Luckily I managed to replicate the error on one of my machines just now so I should be able to figure it out. I'll let you know here when its fixed, thank you.

Developer

I got it working properly on my craptop so the new upload should hopefully work for you as well.

(1 edit)

Twin-stick shooters aren't my cup of tea but I played for about an hour and unlocked the 2nd character but only got about 4-5 stages (excluding the Nexus) deep at most.   But what I did play was solid.  It might be how drop chances are weighted or I  just got unlucky with my relatively few runs but the ballus & ice rune seemed to drop fairly frequently--aside from those two you've got a solid weapon variety & rune variety.  The power-up pricing seems to be just about perfect right & I only really started to have more money than that after I got the compounding-interest bonus. The  spinning reload animation is nice, and the destructible-ish terrain (I'm thinking of walls & pillars in particular)  is also very cool.  One time I destroyed a wall and a bunch of cavernous rooms were revealed--VERY COOL!

Also I'm playing on a POS laptop (think 2011 notebook  gpu) and didn't encounter framerate issues--it was always consistent and no stutters.  So great job optimizing performace!

Developer(+1)

Thank you for playing! I'm glad you played for a decent amount of time even if its not your usual genre, its meant to target people that are familiar with the genre so its got some difficulty.

POS laptop from 2011 is close to my target minimum req. actually, I have a similar laptop that I test one.

Submitted (1 edit)

i got to the last fight on my first run! but the pillars that were supposed to be there weren't there maybe? i don't remember what it was like the last time i was there but i think that they were large targets you had to destroy. supposedly i still destroyed one, so maybe i just didn't notice them?

i agree that the wizards are too strong. i had thought i was just bad or had created a bad build when i was losing to them up until now, but now i think the only way to take them on is with a powerful long range weapon to kill them before they activate, theoretically maybe a shield, or maybe you need to play as the guy with the dash ability

i think logan would be more interesting if he could stay in his ability longer

i also mocked up a new capsule for you in about 15 minutes


it's obviously not usable as is for several reasons, but i mainly wanted to see if showing large numbers of moving enemies at a higher framerate than your current capsule's would be possible under 3MB. i think your current capsule needs a larger title, and the "flickering" on showing the art for one frame looks bad if you loop the gif. i almost added the main character from the art, but then it would have covered everything and... either way, none of this matters if you don't care about changing the capsule. if you wanted to make a similar capsule i'd suggest LICEcap

Developer(+1)

Thanks for playing again! I've been meaning to remake the ending level but haven't had the time to yet. Maybe a survival situation there too instead of the pillars, I don't really like them. They're probably invisible for you, which is a bug I thought I fixed. I'll look into it again.

You can dodge the mages' projectiles consistently, but you have to know how to first of course which isn't the easiest to learn in a roguelite of course. They're a lot easier to dodge in close range for example which'll seem pretty counter-intuitive. I'll look into making them fairer. But there are many ways to handle them!

His ability is pretty short so you won't get stuck in low movespeed too long but it's absolutely not set in stone. There's supposed to be more character specific powers too, right now Logan only has one.

That looks so much smoother to my current one, I had trouble getting the gif under 3 MB when I tried it ages ago. I'll definitely look into LICEcap to make it nicer like yours. Thank you.

(+1)

I tried to play, but had big FPS issues. Last time I played I did so on my old PC and the game worked perfectly well, this PC is much more powerful but performance tanks as soon as the battle starts.

Developer(+1)

Well shit. Looks like walls are getting destroyed and new ones generated infinitely to me, I'll see what I can do. Thank you.

If you can, you could upload the Player.Log for me, its located in %AppData%\..\LocalLow\Northwood Gameworks\The Gun is Good\ for Windows, Linux I'm not sure.

(+1)

Sure, here you go https://files.catbox.moe/gmyr6i.log

Developer

Thank you for that, didn't give me much to go on unfortunately.

Developer(+1)

I forgot to ask if you played on Windows or Linux?

Anyway, I uploaded a test version if you have the time to test it. Can't replicate the issue myself. If you're on Linux I'll have to upload one for that too. Alternatively you could try and toggle v-sync and restart too.

(+1)

I will give it a try later and let you know

Submitted(+1)

perfect. impeccable. probably the best game i played this dd, and potentially one of the best i tried in general.

during the SURVIVE level i was able to cheese it by teleporting away thanks to the rune

also, later on the wizards are way too fucking accurate. i had great guns but they still fucking destroyed me

i will most definitely play it again, i love nucler throne and you absolutely nailed it.

Developer(+1)

Thank you so much for the nice words!

Yeah the wizards might be a bit too tough, their shots are homing so you have to make a conscious effort to dodge them. Also the meteors can be used as cover.

Developer

No huge amount of additions and changes since last DD, most interesting ones are probably a nicer gun UI and different map generation for the blue caves with a new enemy type.  I have barely done any playtesting for this version myself so if you find anything  of note please let me know.

Changelog since last:

Update 55-1: Bullet and paintbrush - The Gun is Good - DEMO by SPECXHT (itch.io)

 And various other things from my notes:

fixed portable shield not working

fixed walker gfx bug

huggers and alpha huggers can toss chasers

reworked cave map generation

one new enemy

tweaked pathfinding for some enemies to be more interesting

some new enemy formations

fixed bug with using fortify and stimpack at the same time permanently lowering rof and reload speed

fixed bug with some guns' secondary showiung ammo cost

fixed bug with shield gun moving things that should not be able to be moved

dmg taken by items will now be reduced by player dmg res

fixed ability not looking ready in ui on new level

fixed placeholder objectives in boss level being invisible

fixed plasma guns doing much more damage than intended to dense groups of enemies

crashfix for multiple meteors colliding at the same time