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(+2)

It took me a while to get the hang of it, but when I did it was so satisfying. I ended up having to essentially hit fire on every beat to keep the beat, which meant wasting a lot of ammo. I think one thing I'd like to see if the timing of the firing animation a little tighter, some better visual cue for what the beat is, especially on the pistol. And also some audible or visual feedback when I miss the beat. Also, for a game that's very beat focused, I think I'd like to see the animations and movement a bit faster paced. This is totally my type of game, so if you push out updates I'd like to play them. Love music, love shooters!

(+1)

The animations ended up a little choppier than I'd have liked, but getting them synced to the beat was the main thing I tried to do - the crosshairs for each gun for example also pulse in time, and I ended up having to cut it for time, but I wanted to have environmental props and assets that reacted and animated in time to the beat too to give real visual cues for that. Pick-ups still do this though, and so do doors.

It's hard to make out and I needed to find a better way of doing it, but firing too early or late does actually make a dry-fire sound! I think in the future I might polish that with more obvious cues - or having the gun just not fire on the next beat tick as a result if firing too early.

That first thing is partly why I gave the pistol infinite ammo - you can use it as a metronome if you need.

I'm glad you had fun though, and thank you for playing!