This is so much fun! The windmill checkpoints complement the theme well and the fact that they continue spinning after you activate them is a nice touch.
I am surprised to see comments stating there should have been more interaction and/or functionality with the gun. I think the gun has a lot of personality and utility packed in for a game jam game. While holding shift to "reload" isn't traditional, it makes sense and you telegraph the reload well by showing the gun filling up with air. It felt natural and intuitive.
Sadly, I encountered a bug later in the level (the part with the large cylinder in the middle with two AI opponents). My gun got stuck in a permanent reload state and wouldn't reset even after I respawned at the checkpoint.
Overall, I really enjoyed this one. I love shooters and appreciate how this one felt more like a fun, paintball/nerf-style tournament game. Congrats, team! You did a wonderful job.
Viewing post in Windgun Valley jam comments
Thanks a lot! Yeah we wanted the focus to be on the guns personality. Originally there was way more dialog planned with your gun, your rivals as well as their guns too.
The main reason reload was on shift was that we had other "nozzles" planned such as a sniper, where you would need right-click to aim. I had everything in the engine already, but level-design was so last-minute that I couldn't place them in a way that made sense.
If it ruined your chance to finish it, the reload bug is fixed by going all the way back to the main menu and loading again.