Testing platformer movement mechanics seeking feedback on:

  • Feel of gun control
  • Ammo recovery system
  • Overall speed of the player

CONTROLS

  • Left and Right Arrow: Move Left and Right
    • Aim with Arrows
  • Space: Shoot Bullet

Comments

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(+1)

Very interesting, although I think the ammo recovery should be time based rather than distance traveled. And if you had distance traveled because the player is finding bullets, what if it's an energy weapon with a recharging battery? Or an ammo printer? Maybe even a pressurized air gun with a tank of gas?

The player doesn't seem to fast or to slow, and the gun control is very basic, but usable.

Overall, I think it's a pretty good game design, I think the using bullets to jump makes for some interesting resource management.

BTW I found the link from the GDquest discord, if you are wondering.

(+1)

The concept I have backed up for gaining ammo via motion comes from "Automatic Watches" [or Self-Winding Watches]. Watches that provide energy via natural motions. The theme I am going with this prototype is something of a Steampunk, and the protagonist discovers a weapon that utilizes that tech.

Thanks for providing the feedback.

(+1)

No problem, I just had that thought about the ammo because it can be hard to reload when you're in a tight space. But for the theme it seems perfect.

Sorry I didn't respond sooner, I barely ever get on itch.i

(+1)

No worries. I have actually decided on changing the mechanic so that movement increases the damage of the next attack instead. Infinite ammo FTW.