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Welp, I'm not a huge boomshooter but I tried it out.

Froze while opening the first time I tried. Probably an issue on my end, but keep an eye out.

Sensitivity is pretty low by default.

That's a pretty low and floaty jump for a boomer shooter.
Who's that guy's picture in the bathroom stall?

Going back to the game after tabbing out makes the mouse vanish even if the menu is open.

Call me a bloody heretic, but I think the gangsters should be hitscan.
Slow projectiles are not a good fit for the setting. This is John Woo stuff. 

Find a different way for the player to avoid damage. Like leaning, severe hitstun

You've got a crouch mechanic; Blood reduced hitscan accuracy against crouching players.

It seems like the enemies can't shoot over the bar counter if you're not jumping?
Is there no sound falloff over distance?

Flamethrower projectiles need to move faster.

The HUD needs more contrast to it's easier to read. Also why is the ammo on the left when the gun is on the right?

Overall, I'm not a huge boomer shooter, but it seems decidedly "fine" at the moment. I'm not sure what's supposed to make it stand out, but I hope you have an idea and it's just not where you want it yet.

The guy in the bathroom stall is Joeyy. Just a silly easter egg. Going to have to disagree with you about hitscan enemies haha. The reason why crouch doesn't lower accuracy is because I don't want to encourage players crawling around everywhere and just have a romp instead. What I could do though is add a crouch slide that temporarily lowers enemy accuracy.

Thanks for those other bug reports and recommendations. I'll get around to polishing it up more.

Why does ammo need to be on the right and health left?

I think most games have the issue of trying to stand out. I feel that the setting is really unique and that there really aren't other games in this setting. I can mesh the 1930's shanghai elements with 80's action movie elements to some crazier designs. E.g. there will be some powerups that'll give you ancient warrior powers. Each level is going to be in a different location and each level should be interesting to explore (this current ones pretty basic indoor stuff). The game will have a plot too which will match each level with the story. Of course I also want the gunplay and movement to be on par with other boomer shooters. There seems to be a strong demand for this genre, where fans just want more and games. I'm not really trying to change the genre but just have solid traditional mechanics tied with a more unique setting.

Ammo goes on the right because that's where the gun is, duh.

Seriously though, it's mostly just convention but why mess with it? Like I can see why you'd wanna put ammo and health together in the center so it's easier to see both at a glance, but putting the ammo on the left when most FPS'es have it on the right doesn't add anything to the game other than the potential for confusion.

I think you thought I put it that way on purpose but in reality I wasn't even thinking about it. Your point about it being on the side of the screen with the gun makes sense. I'll change it.