Thanks heaps for this, man. I appreciate you going through all the weapons and being thorough in talking about the mechanics and lack of mechanics. Got a lot of notes out of it.
I'm really cautious about movement being too strong because I want the enemies to always be threatening, but I was able to add jump cancelling for the dash. It just lowers your velocity when you jump so you can't fly around being untouchable.
Wall jumps sound good, though. They'll give me more material to work with for platforming sections.
I'll be working on those missing basic functions like dropping weapons. Completely went over my head how important those things are.
Viewing post in Gunsun Zeros - Demo Day 20 comments
Glad it was useful. :) Of course increasing movement would make you stronger vs enemies, but then you could just as easily make enemies more dangerous. It's more a matter of how intense you want the game to be. If you're interested at all in experimenting with it let me know as I have a more or less complete idea in my head of how it could play, and it probably wouldn't take much work. It would involve a dash meter that would deplete with use so you can't just keep dashing infinitely.
Anyways I'm excited for your game. I really did the concept and I think your art style fits it perfectly. Lots of potential!