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Great job leaning into the aesthetic. I really dug the bandit designs and how they were just distinct enough to clearly be their own enemies. It also seemed like, from wave to wave, there was a progression to the song where it got more intense the further you went? May have been my imagination, but it is one of those things that always gets me hyped up.

I wanted to echo the camera movement feedback. I too felt I had to move too close to the border to actually move it, which can also lead to the tricky instance of an enemy surprising you without any time to react. My particular note is with the bullets, outside of the rat bullet (which I thoroughly enjoyed) I couldn't tell much of a difference between the others. At some point I stopped thinking about my bullet order and just sprayed when I could, seemed more effective.

Really, I just want every bullet to be a rat bullet. Give me the rat gun.

Great work!

Thanks! Yes, the intensity does increase from wave to wave and drops back down again when choosing bullets and pausing. 

We have an update posted with fixed aiming (huzzah!) as well as addressing a few unintended behaviors & bugs. There are a few synergies that currently exist between a few of the bullet types that make planning out bullet order a little more interesting, but we're unsure if that's something for players to discover or something we should hint at and tutorialize more. Would love to hear your thoughts on how to better represent that!