Goal: Eliminate waves of enemies. Try to get as far as possible.
Details
- If you do not kill the enemy with your bullet, a new enemy will spawn.
Controls:
WASD - Move
Left Click - Shoot
Mouse - Aim
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Lv. 13
Very neat concept! I included it in my compilation video series of all of the GM48 games, if you’d like to take a look. :) https://youtu.be/po4FqYmf9EQ
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Lv. 37
Oh god I love this idea so much, you could've added more to it and polished it better, but honestly just the idea is enough to make this a cool game by itself.
SubmittedUniverse T
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Lv. 8
I saw this and thought, "Oh that sounds pretty cool!" I didn't get that much time to play unfortunately, but I still got enough to leave some feedback. I really liked the idea and concept, but there were a couple things that bothered me.
I thought that there were WAY too many of the red enemies after a while; I don't know, I just got bored of them for some reason. It didn't help that they'd get stuck on the walls, so you'd just have to go hunt down the stragglers that got stuck once you got rid of the main horde. Certainly didn't make the game bad though.
I felt that the enemies that you shot out of the gun, the red guys, weren't a big enough threat if you missed. Maybe you could have made it a different enemy entirely, that tried to avoid bullets or something; moved faster. I don't know, I just thought it was a wasted opportunity for something else.
Otherwise everything else was fine. The best part I thought was the different enemies, which mixed things up a bit. Overall, I enjoyed the game!
SubmittedGPS Dungeon Escape
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Lv. 38
The idea is pretty cool. It fits the theme and serves as a way to prevent you from just constantly shooting. However, the exeuction is a bit lacking. For starters, the collision/path-finding is a bit dodgy so enemies often get stuck in the walls. The game also has too many of the weak enemies - shooting a weak enemy doesn't produce another one so the core mechanic doesn't get much of a chance to shine.
The visuals are pretty basic, but effective enough. I like the flashing effect when you get hit. The music is nice though it doesn't suit the game very well.
SubmittedThe Breakout
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Patron
Nice concept, but everything is too bare bones and lacks balancing. Like Panda said, holding the shoot button is a viable strategy, even more when other type of enemies appear, so it's really not that much of a drawback to miss a shot.
But I liked how the big monster charged and destroyed walls right when I was using a "safe" strat
SubmittedOliver the Torchbearer
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Lv. 67
I like how missing your target has a drawback without directly altering your HP. But in the end, all you do is shooting until you've killed the big threat, since dealing with your own bullet-enemies is far easier.
The music is a bit stressing. It might not fit the game well. Also, at some point, notes add up and it... sounds kinda weird...
SubmittedSkaart And The Cursed Woods
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Lv. 17
I really liked the idea behind your game and it made me play more carefully than I would have in a typical twin-stick shooter. After a few levels I realised that the red enemies posed little threat and started to hold the shoot button down until I had cleared the tougher enemies before cleaning up. Maybe changing the enemy type that the player shoots (to the blue ones, which were my eventual cause of death) would incentivise accuracy.
SubmittedQuaffy's Last Swig