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๐Ÿ’ก Brainstorming: Moving ONLY by Gun Knockback! Need your ideas + Play my previous game! ๐ŸŽฎ

A topic by redathestar-source created 12 days ago Views: 97 Replies: 8
Viewing posts 1 to 6

Hey fellow developers and gamers! ๐Ÿ‘‹ Iโ€™m currently prototyping a brand-new 2D action game in Godot 4 with a unique twist: The player has NO movement keys. You can only move, jump, and dodge by using the weapon's knockback! (Shoot down to fly up, shoot right to dash left). I've already set a cool Neon/Robot theme and implemented a dynamic enemy color-changing system. Before designing the 5 main stages and the final boss, I want to hear your creative thoughts:
  • What unique enemy types or obstacles would fit this mechanic?
  • What kind of fun weapons would you like to see?
๐Ÿ”” Want to see when the game drops?
If you want to stay updated on the release date and follow the development journey, please make sure to FOLLOW my Itch.io profile! Your support means the world to me. ๐Ÿ•น๏ธ https://redathestar-source.itch.io/escape-from-enemies :
While waiting for this new project, you can play my recently released fast-paced arcade shooter Escape from Enemies right here:
๐Ÿ”— itch.io Letโ€™s brainstorm together and make something epic! ๐Ÿš€

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Share your ideas, friends.

The thing that turns this from a gimmick into your game is that ammo stops being damage and becomes fuel. Once shooting is the only way to move, running dry is a more interesting failure than dying, so it's worth building the stages around being stranded rather than around being killed.

That hands you obstacles for free. Surfaces that swallow knockback, so you have to arrive with momentum you banked earlier. A long gap with the only pickup at its midpoint, so you commit before you can see the landing. An enemy that only takes damage from one side, which costs you shots to line up, so killing it becomes a movement decision instead of a combat one.

One thing worth testing early: if every weapon pushes you the same distance, there is no decision in the shot. Vary the recoil per weapon and the aiming turns into the game.

Thank you for sharing your ideas. I was very impressed and delighted by them; I will definitely incorporate them into my game.

Friends, give me more ideas.

My first suggestion is to give unlimited ammo for whatever gun player could wield in this game. This will allow player to express themselves freely without worrying about ammo.

Speaking of gun, my second suggestion is to give various guns for players. At least these 3 guns:

1. Default gun, shoot rate = medium, knockback = medium, damage = medium.

2. Shotgun, shoot rate = low, knockback = high, damage = medium to high.

3. Ingram, shoot rate = high, knockback = low, damage = low.


As for enemies, currently I have two types in my head:

1. Chaser; this enemy moves horizontally but will always face player and try to touch player to damage player.

2. Upshoot; this enemy moves horizontally while shooting upwards periodically. It doesn't care where player is meaning it won't chase player.

Wow! This is one of the best feature suggestions I have ever received! Thank you so much. Your ideas for the weapons are brilliant—especially how the Shotgun and Ingram will change the recoil jumping physics! I am also adding the 'Chaser' and 'Upshoot' enemies to create awesome air challenges. Stay tuned, the game is coming this weekend! ๐Ÿ”ฅ