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Thanks again! It could definetely be interesting to work with you, but I've recently switched to Godot, I'm not sure you're ready to actually come to the dark side ;)

I think you have the right mindset with you're weapon cycling system. The big problem right now that I see is that you can easily just shoot at a wall and make it so that you get the weapon you want. Maybe mixing the purchasing system with the shooting system could be an interesting way to prevent that? If you shoot, you loose money? And then you have 1 base gun that doesn't cost anything, just in case.

I like the idea of the power for each weapon, I think it could add a lot to the gameplay. I'm still just not sure if it would go well with the cycling weapon system. I think the game would need to have more enemies and different type of movement to be able to really test it out and see if it's fun or not. That's kinda the hard part with prototyping a game sometime, you don't really know if something is actually fun before trying to make it :P

I'd be open to discuss more about it, you can join my Discord or join my stream on Twitch tomorrow or later this week!

Hmm. Maybe I could add a button press that quickly drains the weapon, I agree shooting at the wall to rotate to the next gun you want feels a little goofy. I suspect the design of weapon cycling with abilities might work because, well, and I almost hate to say this, but it's kind of getting sort of close to Vampire Survivors at that point. Lots of abilities rotating through on cooldowns, I'm not trying to be particularly difficult in mowing down mobs, would rather have it satisfying and a high body count, in the direction of Diablo. I was also thinking maybe between levels, the player could re-organize their gun line-up, allowing some player customization while still retaining the unique roulette mechanic. Things to think about. Anyhow.

I actually started my 'game dev journey' with Godot 5+ years ago. I think it's a great project, best part imo being how fast it is to iterate in. I share the hope that one day it becomes The Blender of Game Engines. Being painfully honest, the truth is I just like making games in Unity better, and it's hard to put a finger on why, because I think the engine absolutely has real downsides, without even getting into the company behind it. If I switched again, I'd probably invest a year into exploring Unreal 5 at this point, just to broaden my horizons, but I enjoy dipping my toes into a Godot project for a Jam with other devs every now and then.