Guns Blazin'
The apocalypse has drawn on for years. Aliens run rampant in the new Wild West. You are a mere gunslinger who fights to protect yourself, but mostly go on a rampage against the aliens.
Inspired by Vampire Survivors, Guns Blazin' was originally a submission to Trijam #216. With the theme being 'not enough resources', the idea was that by limiting ammo, you'd have to kill enemies with other weapons in order to replenish ammo, creating a cycle of what weapons you use.
Controls
Guns Blazin' supports keyboard/mouse and controller inputs. Gamepad inputs will be listed as Xbox, but they should be the equivalent on other controllers.
Action | Keyboard | Gamepad |
---|---|---|
Move | WASD / Arrow keys | Left stick / D-pad |
Weapon 1 (Knife) | 1 | Y |
Weapon 2 (Pistol) | 2 | X |
Weapon 3 (Shotgun) | 3 | A |
Cycle weapons | Mouse wheel | LB / RB |
Credits
- tanuki billy - programming
- harrold - art
Status | Released |
Platforms | HTML5, Windows, Linux |
Authors | tanuki / billie! :), Harrold |
Genre | Action |
Made with | Godot |
Tags | 2D, Arcade, Top down shooter, vampire-survivors-like |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse, Gamepad (any) |
Download
Development log
- Post-jam update!May 08, 2023
Comments
Log in with itch.io to leave a comment.
Addictive; I like the art style; the aliens are drawn pretty cool; I think it needs more enemy types, like ranged ones; and more weapons would be nice. Good job! :)
A cute game. The art is simple and charming, with a sort of "hand-drawn" look that I enjoyed. I feel bad for the aliens, though!
The core gameplay of moving around and shooting at things is pretty fun.
A small, sort-of-random note: on the upgrade choice screen, I think instead of a "Take me!" button, it would be better if you could click anywhere on the upgrade choice to select it.
Ammo makes sense as a resource system, and the ammo system in this game is a decent start. I have two suggestions here:
-It would be nice to be able to see ammo for weapons that aren't currently equipped. Only seeing the current weapon made it hard for me to keep track of my ammo overall, or even to know for sure when exactly my ammo was getting refilled.
-Ammo would be more compelling if there were more variation in difficulty over time, so that the player is motivated to use ammo during the hard bits and conserve it during the easier bits. For instance, if enemies spawned in large waves, then players might be motivated to use a gun to thin the wave out and avoid getting overwhelmed, then switch to the knife once things feel manageable again.
More broadly speaking, I think this game might have benefitted from a simpler, more focused design. Survivors-likes aren't too terribly complicated in theory, but it takes a lot of polish and balancing to make everything come together so that they feel great to play. A simpler concept just focusing on one or two elements (eg, "conserve ammo" or "dodge and weave between enemies") and trying to make them feel as good as possible would probably produce a better experience for a jam entry.
Still, most of the core mechanics of the genre are there, and I'm happy because the game lets me shoot stuff. Under such tight time constraints, I think that's pretty good. :)
I really appreciate the feedback! Making this game was a learning lesson in how much I can really do in a limited time constraint, but I'm glad that I pulled through to the end. We are developing an update that sorts out some of the flaws I came across while rushing for the jam, and your feedback has definitely guided a lot. You'll be seeing your ammo counts more clearly in the (near) future ;)
Awesome :)