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A jam submission

Shanghai GoldView game page

A boomer shooter set in 1930's Shanghai
Submitted by TempestSoftworks (@tempestsftwrks) — 2 days, 23 hours before the deadline
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Shanghai Gold's itch.io page

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Comments

Submitted

I played the First Level and the second one, and I think you have to rebalance the weapons or change the enemies AI, because ,from all the weapons, I only used the handgun and it stuns the enemies very easily, I can take the handgun, walk in front a enemy and shoot it in the face and he will not do anything because it's stunlocked, this makes enemies really easy to deal with. The only enemy that made some damage are the dogs because they are fast and don't get stun. Also it's fairly easy to outrange the bad guys to the point that, you shoot at them but they only keep walking at you trying to get in range to shoot at you.  The guy with flamethrower is slow and easy to outrange too. In the current state, the game is very easy by exploiting  this weakness.

As final conclusion, I think you should tweak the enemias range and walk speed to make then more of a threat, and maybe reduce the stun of enemies.

Developer(+1)

Thanks for playing. I plan to work on the enemies and weapons a lot as its quite overdue for an inspection. I'd like to make everything a bit more dynamic and chaotic, and try to avoid just standing and shooting. Maybe it'll eventually feel like a proper ultra violent action movie if all goes well.

Submitted

Looks like you’ve completely overhauled a bunch of the levels, nice. The new look of the second level in particular is nice, it flows a lot better though I did forget for ages to go back to the hospital once I had the green key. I think you can probably just skip that part on the top floor altogether and just change the red door into a green one and not have a red key at all.

I think you need to rethink the balance on all your weapons. The tommy gun is too useful and its too much of a risk to go around a corner with anything else. The shotgun has too few tracers with too large a spread so you have to fill the reticle to be certain of a hit. The flamethrower doesn’t really stand out and the thing I found it was most useful for, filling a room and then jumping out, is also what the firework is for.

The kick is cool (is Shanghai-dude reliving Die Hard? Where’s his jacket, pants, and shoes?) but doesn’t seem to do much damage while the regular melee is so slow and weak as to be completely useless. Definitely try the first FEAR for balancing the melee because that seems to be very close to what you’re going for.

On the level select your buttons for levels 3 and 4 work but they don’t highlight when you hover over them.

You can go through the wall under these stairs:

Was a little disappointed not to see a secret running along one of these, but I did only try one.

Nice to check in on it, I do think you’re making plenty of visual progress. I’m bitching about the mechanics because it’s what I know, but if you continue to lean into the theme as much as you are then the average random gamer on Steam might not care so much..

Developer(+1)

Thanks, Stomy. Good to hear from someone with fellow experience trying to make one of these. 

I'm not happy with the hospital part either and it needs something different.

Enemy and weapons need balancing and melee need to find its role. I basically got inspired watching a John Woo movie to try add melee combat, but barely got it in before DD and had no time to balance it. I can kind of envision the henchman diving and ducking and rolling around like acrobats to make combat a bit more entertaining. 

Next update should add secrets too.

Will check out fear for inspiration. I've always thought it looked really cool.

Developer (1 edit) (+1)

This updated added a melee system. Right click to punch and right click while in the air to do a flying kick. I wanted to add a bit of John Woo style action.

Submitted

It was fun. Glad to see that the game is progressing nicely. Visual quality has gone up significantly, gameplay is smooth. Level design varies, first level is great, almost flawless, second one takes a bit of a runaround but if somebody wants to finish it, they will. Found a number of things that might need a fix:
Bugs:

Tutorial - Shoot with Pistol / Machine gun work opposite to labels
Sometimes enemies simply stare at you
Occasional stutter
Spawns mid floor
Shotgun + powerup = mid boggling effect
Open doors on a car looking goofy
There should be a mechanism of keeping it crouched when you're in tight space, once you press C and crawl into it.
How should player know that tram is powered by blue key. Only guessed it because it's blue
Tram ride shootout is cool idea but enemies don't react in any way
Squat displaces you when you're in tram

Developer

Thanks for all the feedback, really appreciate it. I'm glad you had fun. I'll work to iron out those bugs.