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(+1)

Lol, this end. Now i understand of course^^

It's a fun little shooter and exactly what the title promises: guns and briefcases. I like that you always define a clear goal at the begin and increase difficulty over time. Different weapon types with different strengths and different enemy types (juggernaut is pretty strong, i needed a gun in each hand to kill them). Also the markers to the briefcase were pretty helpful a few times. And you can only complete the level when briefcase was collected.

Also like that even the explosion really can damage enemies. Just thought gun and explosion sfx sound a bit like "toys"... on the other hand it fits actually to the style^^

It's crazy how many quality settings there are at the beginning, but somehow for me the main one was missing: Whished it had continous rotations.

And strangely on very lowest setting, i had some flickering sometimes, not sure why (played standalone on Quest 2).

But all in all very fun game.

P.S.: Nothing against you, the style is nice, but for me as Unity developer it's a bit comforting, that not each game that is made with Unreal Engine automatically looks like a AAA one out of the box ;-)

(+1)

I am indeed going to add continuous rotation in the future and the flickering I didn't encounter during playtesting the standalone quest 2 version, but it was added later and was not meant to be a version of the game(though I may check to see what is the issue). I do admit that shooting and explosions sound like toys but like you said: it fits the style of the game :)

Also,  about the engine, Unreal doesn't provide AAA out of the box which is a problem I encountered last VrJam(wanted realistic graphics) : it's the reason this year I went for this simple yet effective style that anyone can use. Thanks for the feedback :