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A jam submission

GUNSWINGERView game page

Submitted by slimemolder (@slimemolder) — 2 days, 23 hours before the deadline
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GUNSWINGER's itch.io page

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Comments

Submitted(+1)

i was getting 20 fps with default settings but half res works just fine for 60fps


i feel like i dont have a clue what im doing

i cant react in time to the enemy sound so i find myself just frantically doing 360s until i see them - then spam my shotgun (no success at all with the other gun) and hope i clear them out entirely - if any of the single yellow guys remain and goes outside of my field of view im definitely going to die in the next 5 seconds

attempted that like a solid 50 times and only once got to the fourth enemy spawn

no idea what the titular swing is for either 

*watches the video in the comments*

i understand what the swing is for now
gave it some more tries but i cant pull off that movement at all so now i just die to fucking up the swing and falling in the drink

it would be nice if you had more than one swing available, i know that enemies give you charges but i kinda just run out instantly from shooting them 

Submitted(+1)

very cool concept, but wow this is hard! i got to like, wave 5. my friend got to wave 26!!

an air dash, as others have said, would be great, but what seemed to be the greatest indicator of success for any given spawn was just "where did I spawn compared to where the first wave spawns." some sort of consistency to start out with would make runs feel smoother.

Submitted(+1)

Game's too hard now ;n; 
I die in one hit, enemies come from behind and I don't have a dodge or an air dash or anything. The grappling hook gets me killed more often than not. Would be nice if I had health or enemies dropped health as pickups, or invulnerability. I haven't played devil daggers, so I can't compare. The map is kinda more important now that before, and some spawns I'm just cooked. Other times I get nice big flat arenas to fight in

Developer (4 edits)

new in this version:

The game structure is now wave-based survival. This demo features the new spawner + popcorn + hunter enemy triad (inspired by games like devil daggers and hyper demon). Swinging is now limited by the resource shown on the bottom of the screen, it is refilled by collecting red gems from the red spawner skulls which give you three swings each. This resource also doubles as piercing shots for your two guns, but the last unit is always saved for a swing. Spawners spawn from the sea below which doubles as a visualization of the kill plane. If you go into leaderboard there is a replay button that replays your last run.



Survive for as long as possible

Controls:
change guns: 2 3, scrollwheel
Movement: WASD
Grapple: Right Click
Shoot: left click
Walk slower: hold left shift
While Grappling:
Reel in / Speed up: W
Control trajectory: ASD

Submitted(+1)

Nice terrain graphics, cool generated terrain shows promise.

There's no borderless fullscreen.

Need invert mouse Y axis option.

I feel like you should be able to pull yourself up on ledges, often with the grappling hook you will go towards a ledge and get stuck on it.

Grappling hook is pretty awkward, I think it should always pull you towards the hook point. 

Blood splatter takes too much space, just a little bit on the ground can cover your entire screen.

Most of the time I kept dying out of nowhere (usually from some enemy that came up from behind, but its very hard to notice before they are right on top of you), pretty frustrating.

Gameplay:

Developer(+1)

Hey, thanks for playing and taking footage! I definitely need a tutorial or something to teach people how to swing:)