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A jam submission

Scirocco Thugs - introTHUGtion 2.0View game page

Scirocco Thugs is a First Person perspective Beat-Em-Up focused on flashy, breakneck hand-to-thug combat.
Submitted by Dom Ant (@DomAnt2) — 21 hours, 2 minutes before the deadline
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Scirocco Thugs - introTHUGtion 2.0's itch.io page

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Comments

Really cool game. Gold'd 3rd level and secret level on mid difficulty, then gold'd the 2nd on hard.

Didn't utilize much manual throwing or jump kicks. Just combo hits, aimed kicks and strafing, as well as strategic gun shots. Hitting and then kicking stunned enemies for quick kill is the best mechanic of the game for sure as without it combat can get stale.

The game definitely shines more with higher difficulty, surprisingly despite throwing in tankier enemies, though not with difficulty spikes as those make me think twice whether I want to replay the whole level. While there's theoretically a decent selection of weapons, the gameplay variety feels stale because of limited selection of enemies and simple arena structure, as well as weapons having miniscule differences in the end (maybe outside of splash damage ones). I liked the third level shotgun on mid difficulty, as I at least had to make a long term decision to save it for the bossfight. Adding that sort of routing elements could make levels more interesting.

Developer

thanks g, that's a really good post


the weapon system is a bit crusty, but I might be able to cram in some additions. What sort of variety would you like to see? I admit right now they kinda tend to be "more of the same" save for some AoE attacks

It should probably be weapons that break the basic playstyle muscle memory through major advantages and drawbacks, or have different ways to win encounters. Maybe the chain having spin up move that can deal AOE damage over time having you stay close to groups for maximum efficiency, and finishes with long range pull attack? Throwing weapon with multiple charges for safer execution (could actually be good at teaching player to use it more often on regular weapons). Charging attacks that move player and require you to commit. Something with kick synergy could be cool. Molotovs for area denial. Even completely shite weapons that make you want to throw them out immediately could be a cool twist.

The line between weapons and environmental hazards could be blurry too and you could have level elements that require you to plan around them.

It could result in bloat though and focusing on encounter design would be a safer bet. Gun shooting enemies (or whatever that was in 3rd and 4th level) are a great idea but they need careful placement and it's not something that should be introduced at the end of a level in an open space.

Submitted

the checkpoint system seems pretty punishing. i played at the highest difficulty, reached the boss of the third level, quickly lost my last life and i immediately found myself at the very beginning of the stage, ragequit inducing stuff.
i'm not super fond of the second level, it seems pretty linear and repetitive, unlike the third one which is much more interesting
i still think the default keybindings are weird. having to press V to kick and left control to throw the weapon felt very unnatural. i rebinded them to RMB for kick and MMB for throwing and it felt much better
the guys with the guns still feel super unfair. i was already prepared for them but they shoot at you way too quickly and accurately, which pretty much guarantees a ohko at that difficulty

Developer(+1)

Appreciate the feedback!
I believe you have old bindings being carried over from a previous demo day version
The second level flows a little different in the final game, mainly due to the same reason you mentioned ( there is an underpass not present in this version )

As for the rest... You did choose the hardest difficulty, after all.

(+1)

https://www.twitch.tv/videos/2767018336

Love the thug puns, love the combat, 'ate the pipes. Simple as.

Good shit m9

Thug on

Developer(+1)

THUG ON ....

(+1)

Like last time, it's a pretty good game. I got to find and beat the secret level on Thug difficulty.

It's a little odd that jump kicking into a mid air enemy(who can be kicked) isn't kicked but instead goes further in the air. Also, in the tutorial I found it odd that some decorations glowed like the weapon pickups. For example a green glowing pack of cigarettes.

Developer(+1)

 thanks for playing, dunn!!! 
if it glows, it can be grabbed. 

The cigarettes are a health pickup, but they won't be consumed if you're on full health. 

Perhaps I should move them somewhere else?

THUG ON....