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Pretty intense! I think there is an incentive to use different guns but it's really hard to execute the drop and pick up (keep dropping it after picking up since I'm spamming right click). I know I have bullet time on the mind but slowing down time a bit after the player throws their gun might help with the management side of things. The second gun doesn't seem very good, maybe it gets better upgraded but since it's so slow rate of fire it takes awhile to upgrade incidentally.

The game is really hectic to the point where I'm not even dodging so much as collecting as much health as I can to offset the damage. That part works (if thats the intent) but the moment I have to switch guns I'm guaranteed to get hit and die before getting to the next gun. The bullet time suggestion might help with that (trading offense for movement precision).

Generally though I think the core movement is too blame, you move too fast to precisely dodge bullets (and perhaps the bullets move too fast for precise movement to work). I'm realizing it's easy for the core movement/fundamentals to obscure the viability of the twist/concept when it comes to prototyping. It's hard to say if the concept has potential if the shooting/moving/enemy waves don't provide an ideal example to test it on. This is a problem I noticed with my own prototype as well.