So I'm not sure I'm the kind of person that I would play this kind of games, the feeling is great, music is on top but I really struggle to complete a run
I can see the appeal, is about methodically think about ahead on how to clean a screen, but I never been worried about munitions (maybe because I never went too far) and I'm really bad at dodging bullets.
Overall I think I would like more being screw over my build order than a bullet
Play good game
The Gun is Good - DEMO's itch.io pageComments
Oveall thoughts
i didnt play this in a long long time, so i'll review it as if i'm a first time player:
overall i like the experience, but i'm not blown away. the enemies are for the greater part "fodder" and the difficulty is more on manuvering than killing. even manuvering is very very easy for the first 5-6 stages; the survival challenge where the map is cramped, is better by a mile. Also, super imo, putting one or two later enemies in the first stages could spice things a lot (even a purple crab or that big "dog")
the game is cool while playing, but a screenshot is not "cool enough" if you know what i mean. also is not different enough that you can recognize it by one screen, at a glance. imo all your screens should be gifs.
the animations i like a lot(explo; chests; gibs flying etc), but again, from a static screen i cannot see them
the sounds are overall great, both sfx of combat and music for mood.
Random stuff
- after clicking the exe, the program takes "a lot" to start up. the experience once you get in is flawless.
- like the menu a lot, the distortion in the "distance", is very cool. Counterpoint, the buttons seem too much out of place from everything else. i understand we need to highlight them, but imo you went too far
- pause menu is instead more cohesive
- my 8bitdo ultimate for some reason had problem with "firing". It's recognized by the game as a button in the button mapping, but in game it just wont fire (another button works as intented). so i did a check, since it's strange for a unity game to have this kind of problems: another 8bitdo (pro) works, steam controller and official xbox series also works. it should be a problem with my pad, but it has no problem with any other game, so...
- the chest on stage complete dont telegraphs that only one of the two choices can be picked. consider adding a "linked" effect
- it's cool that the bg of each weapon is the ammo type and the magazine, and the border is also the time to pick it up.
- dunno about the ammo count for your weapon in the bot left of each of them. it's so little that you really have to focus to read it;
- i did a ck in grayscale, and red and blue ammo type are very very close to each other. dunno how much u care about that tho
- in the ammo type, the base yellow for shields clashes a lot with the aim cursor, good idea to have it change with your weapon;
- the icon themselves of the ammo type are also the same, consider making them customized (you know classic light ammo is pistol rounds, med is assault and heavy is one big slug). flippin the coin, since the game is also quake-y you could consider making the icons of the ammo types something esotheric
- good to have a telegraph for dash off cd; since your game is pretty fast, consider a telegraph on the player itself
- map screen, runes are cool, but maybe hard to understand at a glance, you need mostly to highlight them. since the sides of the map screen are empty, consider an icon index you can activate if needed
- lvl up highlight is maybe too bright when not highlighted (consider playing with pad and you enter that screen with lvl up already selected)
- dunno about the design decision to let a player not open a chest and just take the gate out of the level. dunno if there is later design choice to this.
- in the merchant, i had an artifact on the far left. if i place mytself well enough, i can have both the tool tip for that artifact and the item in the normal row. imo adjust those triggers.
- rune of lesser mending is not clear enough to be a medkit (imo +33"n" is not clear enough on the first go)
- dunno about footsepts sound. it's something you notice just in the shop, since it's silent, but the sound is completely decoupled from the animation (i'm really nitpicking here)
- imo the ammo pickups are too small, and can get lost easely in battle. also they look mostly gray, imo you should point more to the color of the ammo type to be clear at a glance, even in the mist of an enemy swarm.
- i like the survival challenge a lot
- while in the engraving sub menu, d-pad moves both the ui of the menu, and the selection of the weapons
- while in engraving, i can choose to reroll or "back". if i choose back, i can choose the other reward of a level. imo this can encentivize lame play: "lemme see if i have a good engraving drop. if not, i'll choose the other reward".
- i got a "furtuituous a new pg in the nexus". after i click "i understand" the ui dosent go back to the selection to start the next level (with pad). i have to use mouse to select continue.
- at somepoint i got a level with only purple big crabs with an aoe atk. imo this kind of encounter is "bad". because it's boring if you have tons of ammo and you can just play strafe, and if you get there with almost no ammo it's very hard because a few mistakes means death, and those crabs are super tanky.
- about new chara, maybe logan and biff should have different colored suits to make them more varied (see assault droid cactus)
Really fun game and it plays well. I had some minor issues though:
Once I touched a portal and teleported before I wanted to, I would prefer if you have to press a key to exit since you could miss some loot.
There are a lot of weapon stats and they make sense but it takes a long time to comprehend which weapon is better. I would like to see their sell price, I think that will be an easy way to tell at a glance.
The graphics are nice but visibility isn't great. Sometimes I got hit by tiny enemies that I can barely see in all the carnage. Normally that wouldn't be a big issue, just be careful, but the game forces you to pick up runes quickly because they disappear otherwise. I get that it's difficult to do in this type of game but there has to be some kind of easy distinction between enemy and terrain/pickup like a different border or something because now they all kind of blend in. The UI is also a bit hard to read, numbers are small and there's a lot happening on screen AND you have to keep track of both your current ammo and total ammo. I'm really not sure about being able to run out of ammo, I'm not a big fan of that. I bough ammo whenever I can and I picked up the skills that let me have more ammo drops of that type and I still ran out of ammo on my main gun and died. And I was even conserving ammo by using weaker guns and taking damage because of it. It forces you to use multiple guns which is nice but I was already doing that because they all have different uses.
Anyway the core gameplay is solid and I enjoyed playing it, would just like to see some minor tweaks
I feel like you don't scale enough and get overwhelmed. the guns don't feel very powerful. despite the number of enemies, it feels slow compared to vampire survivors. what if we shot all our weapons at once?
finding the stragglers at the end of the stage and non combat nodes slow the game down a lot.
no bugs.
Gameplay Part 1
Gameplay Part 2
I planned to play for only 1 hour yesterday, but I like it so much I wanted to play again today so it's recorded in two parts.
- Still really like the music, feels really good to hear it after so long.
- When I rolled perks like "Runes last longer", I was confused, because I thought runes are pick ups like Rune of Mending and they doesn't seem to disappear. Only when I got chest that gives runes I realized runes are the boxes that drop from monsters. Names seem too similar and runes don't look like runes at all.
- Sound when clicking new stage is lame. Other sounds are hit hard, but this is just a wet smear.
- Sometimes it feels like chests drop useless stuff, especially at the start of the run. For example if on 1st level my choices are ammo box and gun engraving it feels like I got nothing. I'm not out of ammo and I almost certainly didn't roll a weapon worth upgrading yet. Maybe end of level chests could always drop runes as the 3rd option.
- Some weapons deserve more love. It's very easy to find a good boomstick or a good smg, exposives are a mixed bag, but some are good, but I have yet to find a good laser. I tried to make it work on one run, but I it feels like the game doesn't even feature upgrades that could make it happen, so I didn't feel like trying that again.
- Had no idea shopkeeper can buy guns from you. I discovered it accidentally, by walking into him for some random reason.
- The first guy's dodge ability feels weak. The cooldown is long and often there's nowhere to dodge to, since enemies usually occupy most space around the player.
- In part 2, at 12:51 the tons of crabs level plays very weird. Because of their speed, they're not very dangerous, but it's very hard to kill them (with the weapons I had at least). I'm not sure what to think of it. I just wanted to point your attention to this because I felt like that was unusual piece of gameplay compared to everything else in the game. I realize should've probably used the orbit gun, but it felt too risky with my low hp.
Cool game. Died just 2–3 steps before reaching Ubaratutu with a score of 296006. Not a genre I normally play, but it looks and feels very polished. Congrats!
Cool game, it feels very polished, and thus I couldn't find anything broken.
However, I can't get very far either. The first handful of levels are very easy, but then I get completely overwhelmed. It's probably a skill issue, but it feels like a spike.
Keep up the good work.
This is very fun an polished game! It definitely should not be mistaken for a vampire survivors clone (my initial impression). I was not super into the random elements and the "character building" aspect of the game but I enjoyed the fundamental combat and scenarios. My only real complaint is game structure wise and it's that the early game feels a bit like a slog because it takes a while for the game to become really challenging.
I remember this game from way back when! It's still super fun and I'll be wishlisting it.
My only critique is that on a ultra-wide monitor, some of the UI breaks. The main gameplay is cut off to the center part, but the items & gun expand out to the "dead zone" beyond it. This is most noticeable when leveling up- the rune selection covers up everything but I can still see my first two guns on the bottom left.
Also, why am I not allowed to see my guns during rune selection? Would be nice to know if I have rifles for Rifle Enthusiast.
Very fun! I played quite a few games. The UI felt very good, the details are very subtle but add to the atmosphere. Gun portraits on the left feel kind of off to me ( maybe the sprite silhouette color? ) . Overall very solid game and I might play another run later.
works! thanks !
i played like 4 runs, which usually end at around the hell knight looking fellas and the bazooka wizards in the blue plains. damn those guys are tough. i see a lot of new guns and new mods - the exolegs and the ice crystal are my go-to. there's a bit of a wonky gun balance issue where you can have a lot of runs with no rapid-fire weapons. i had one where it was faust and just grenades, so if i get into an arena with faster enemies i'm in trouble. id also say theres a slight gun 'fun factor' issue - if you get a minigun or autobolter or shotgun, the shots and impact feel great. little friend and grenades, not so much - theres no visual spectacle like there is with the first guns. unsure how to go about this, but it just lead to a lot of 'OH NICE, its THE SHOTGUN' before i even look at the stats, compared to 'eh, another grenade? bleh' even if it's a well-rolled grenade/mine. perhaps some drop rate wizardry? no idea. anyway, i said it before and i'll say it again, great game, one of my DD favorites for sure. i especially enjoyed the soundtrack, i think there's some new tracks not seen in previous DDs. i got a big 90s-early 2000s techno vibe in the tracks i didn't recognize, which i liked a lot.
keep up the great work as always
Yeah balance is a constant struggle, and I've noticed that just some small tweaks will greatly how good the game feels. Been wanting to put in some sort of opt-out data collection thing for peoples runs to get a better sense of how people play. But not gotten around to it yet. Also haven't really tried to tinker with the balance of everything too much before I get everything I want into the game. Drop rates are mostly all random except you will find already dropped ones a lot less than in previous versions. I haven't wanted to manipulate the drop rates too much because I don't want all runs to be the same. Although this can mean that you get some very awkward runs with mostly explosives or something... Something to look into for sure, but the way I see it it can be improved by just adding more guns - and when more shouldn't be added only then start the wizardry. And the visual spectacle thing is another thing I'm a but cautious about because it is extremely easy to go overboard with and then you can't see what the hell is happening; there's some new procedural effects for explosions in this version that I think make it nicer and I am wondering if I should lean into that more than hand made sprites for everything.
Oh there are definitely more tracks since the last DD I was in; Badlands, the last level, and the boss fight for example. Some of them probably needs another editing pass, I'll get around to it some time... Another new thing you can unlock that you might've missed is darkstones which you can use to get some different effects for your run (it probably won't make it easier though but you can get things like different starting guns). You have to kill the Elite enemy in the ruin in a cave (that Brim died to), and then elite enemies can also show up on maps.
Thanks a lot, as always.
There are still bugs if you look hard enough! I'll fix it, yeah localization problem. Well I'd say there are several ways to deal with the bazooka mages but yeah they do take a bit more finesse to beat that most other ranged enemies. In my mind they aren't TOO hard but I've also played my own game an obscene amount...
Ayy good to see you back.
Fun as usual, maybe plasma bullets should penetrate terrain, it is very easy for them to get stuck on terrain and die.
I get the sense that the difficulty was tuned up, I previously got to the final boss, not now. died twice to the ice golems elite, twice to the bog zone with shamans and orcs on 8ish runs.
















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