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This is a really clever game that feels awesome when you get in a groove! I love the concept of throwing a gun around. It's got a great over-the-top action movie vibe - in fact, it reminds me of that bit in one of the Pirates of the Caribbean movies where they didn't have enough swords and had to keep tossing them back and forth in the middle of a fight.

There were a couple of recurring frustrations though - like when I throw the gun to a guy and only barely miss (or worse, try to throw it too far and it stops just at his feet) and now the only way to keep playing is to walk my current guy all the way across the map, probably through a horde of enemies - and pick it up. The game could benefit a _lot_ from the ability to switch characters even if you don't have the gun, and possibly a bit of aim assist for the gun throw specifically so it's harder to miss in the heat of battle. 

I also love the idea of the levels where your guys are spread out and each need to fend for themselves, but in practice it's just too risky to throw the gun and you wind up wanting to cluster them up. I'm not sure what the design solution is for this, but I'd recommend exploring ways to encourage players to spread out more.

I hear your frustrations- most of them are consequences of my rushed implementation. The hitbox on the Guys were originally the full sprite, but were reduced to half the height in order to have them walk at the top of the screen without it looking strange. The horizontal and vertical velocity on the gun, guys, and enemies are all dealt separately instead of using trigonometry which would have practically gotten rid of the issues of the gun sliding just shy of its destination, but that was a decision I made early on because I'm not used to doing it that way. Making the gun throw distance shorter than original was yet another last minute change so it couldn't be tested out.

On another note, the turrets were added to encourage spreading out, and I think a few of the levels featuring the turrets are turned out the best, forcing the player to pass and move around as much as possible. It's unfortunate I couldn't think of another way to play like this, because it's certainly when the game is at its most fun

Thank you so much for your comments, and so much for playing!