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(+1)

Fun game

  • A lot of nice weapon variety. super shotgun and fraggo were satisfying to use and I liked how the colored ammo mechanic incentivized me to use experiment with different options
  • I really wish there was some option to rebind hotkeys
  • I felt like the boulders on the dark map blended in a little with the background. I also mistook the small spawned placeholder art enemies as pickups initially
  • I saw that there was an upgrade that made runes despawn slower, but it felt like their lifespan and pickup radius were already generous enough that this didn't seem too relevant. I think they should also flash a bit before despawning.
  • It would be cool if there was a ui indicator for things things like the portal, weapon pickups and maybe even straggling enemies when there are few of them left.
  • I can't think of any reason for weapons to not automatically reload at the start of levels
  • I'm sure the shield gun is great for better players, but it always felt really weak to me
  • Large placeholder spawner enemies felt really bullet-spongey. I noticed that some weapons could kill them really easily, but when they appear on the 2nd encounter, there is a good chance the player hasn't gotten one yet. In general, a lot of large enemies felt really tanky yet not that threatening.
  • imo the enemy movement should have a little noise/randomness to it. Watching large crowds move uniformly feels a bit weird to me.

Thanks for playing and the feedback!

There is a system for changing keybinds already actually I just need to code the UI for it, so definitely for the next version.

Flashing runes is a great suggestion.

There's a minimap in the bottom right that should show you enemies in red, and the portal in blue. I'd like to keep ammo and guns away from it if I can, but I'll think about it. When finishing a level and the portal spawns all the ammo and guns are dragged towards it, so you don't need to run around the map when everything's dead.

Weapons reloading after a level, I'll fix that. Actually the shield gun recharges already.

Did you notice you can use right mouse button with the shield gun to use its shield? I haven't really heard anyone use it so I probably need to make it a lot clearer.

I'll paste an earlier response I had regarding the spawners:

Also enemies have armor and that one in particular has a high amount, all guns and effects have different amounts of armor piercing so if you used the SMG vs them it'll take a lot of bullets but others can kill them really quick. I know its not obvious at all right now so you might have missed it, but if you hover the cursor over the guns in the UI to the left you can see their stats (AP for armor piercing). And if you stand on top of a dropped gun you'll see its stats after a moment, can also compare stats if you hover at the same time. For now I think I'll upload a new version with the spawners starting at later levels.

Having them move a bit more erratic is a good suggestion, specifically the green ones I think I'll keep it as is. They're coded to stick together, mostly because I hated how it played when they came at you individually.