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Hi there! I really enjoyed Firearm Shuffle, have been playing for the last half hour!
It feels active, always looking for better weapons, which made it more enjoyable to me than other twin stick shooters where you can just circle around to win.
My feedback would be :
- Is there a way to indicate to the player which guns are on the floor? I can now tell the difference more easily, but at the start had to really look.
- What would it do to the experience to have the enemy count fluxuate more wildly, either as waves or based on player input. So there would be some time to collect weps freely in downtime and maybe even decide to discard cards in favour of others
- It reminded me of 'I made a game with zombies in it' from the old Xbox arcade days. Might be interesting to watch a playthrough to see how other devs make wep pickups and hp loss obvious to the player
Hope you have time to rate and give feedback for Maizegunner, thanks!

Thank you very much for playing and leaving your honest feedback.

It was an intentional design decision on my part to make gun pickups random. It will always be a random weapon. This was because I did not have time to draw smaller “card” sprites for each individual gun. I agree it would be better to change this such that you can see what you’re getting before picking it up.

I think changing how enemy spawning works to something similar to what you suggested would essentially fix most of the pacing issues my game currently faces ( i.e. there is literally no pacing :P ). It was my original intention to include waves and improve spawn times before submission but alas I never ended up doing this.

Player feedback on taking damage was basically just an oversight on my part. I didn’t consider it once during development and that was a pretty major mistake. This I will definitely be improving on in the future.

Thanks again for your feedback!