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(1 edit)
Compared to your first demo that's a massive improvement. Movement is really tight this time.

I'm glad you liked it!

Sometimes levels have way too many enemies spawning. That kind of stuff encourages me to just rush through some levels.

let me guess, It was the long corridor in the sewers? It's a puzzle I need to flash out better

The subweapons are amazing. I'm someone who generally ignores that kind of stuff, but they are so powerful they are somewhat essential. Overhealing is a good mechanic. It could even be additionally buffed since it's something that appears rarely, has time limit and rewards good players

Yes, the whole point of all my weapons is to make you feel ultra powerful, like you do in brass. Superbomba is already super powerful, but in this early levels is not apparent: It has a ton of range of course, but deals damage for two bombs and also bypasses walls.

I wonder if the slow descent rather than just staying in place while idling is really needed?

some players really want a noGrav mode/player. I'm working on that, and an option to change hold to toggle for strafe

The recoil makes me wish that I could use it for small movement boosts (shoot, press the opposite direction immeditely).

in the beginning I had a similar idea, but then i just made templar ultra fast on its own.

At surface level our themes are kind of similar. We could do a cameo someday, senpai.

no joke! It would be a ton of work, but it could be fun to make a guest character of our games.

Thanks for playing dude, and gl for the next DD.