bluexapple

Feedback Shotgun Evolved (2-4 players /top-down shooter)

Recommended Posts

bluexapple    0

"Shootgun Evolved" is a simple mini-game top-down-shooter on a closed map :

-2 to 4 players on the same computer shooting each other with shootguns that get more powerful when killing someone, with the only goal of fighting until they consume all their lives

59b44a5a3a0ef_Sanstitre.png.4caa6b1f5df5ebb19c97c09df155d23f.png

--Players got 5 lives and 4 health points, when they die, they respawn with a basic unbuffed shootgun and 1s of immunity (for no spawn-kill ;) ), there is also items spawning randomly on the map that can be picked up to get a heal or extra lives
healthshow.png.1299e07073e14cc1a6e477c0b06c57bf.png

--Each player got 5 keys on the keyboard, 2 to walk straight or backward, 2 to turn right or left and 1 to shoot, the controls are a bit hard to get used to , but at the same time, it gives you an excuse to explain why you're losing every single time :P

controls_sprite.thumb.png.840e0bd2d8bbc62ab1845237046806b0.png

--There is 5 levels of shotguns, the first one is a classic gun, the second shoots 2 bullet, the third shoots in 3 directions, the fourth is a mix of the second and the third, and the last one is a canon shooting cannonballs dealing double of the classics bullets's damage and destroying every single bullet in their path

types.png.c71b2159a94589b17ff341b1fa43cb23.png

And that's it, it's not a complex game, just a flash-game-like to have fun with your friends and family. However, it got some cool musics made by a friend so give it a try :)

I'd like to get some feedbacks to improve it with new features and some cool new stuff, so good luck and have fun! :D
 

59b44adb4044b_Sanstitre2.png.f6efbf0ca3d09a638266fc5f3c5ad735.png

Link to download the .exe (version 0.0.1) : http://www.mediafire.com/file/6fbzov62tu1mmfv/Shotgun_Evolved.exe

Edited by bluexapple

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Similar Content

    • By FunInfusedGames
      Description:
      Platinum Kill is a fast paced, run and gun shooter featuring lots of action, weapons, and a tongue in cheek sense of humor. It will feature six unique levels each with a challenging level end boss. The game features a chiptune soundtrack with a unique song for each level. The graphics will be a low res pixel art style. The game is playable with 1 to 5 player local co-op (4 gamepads and 1 keyboard player) and up to 4 AI players (limited to 5 real and AI players total).
      This game also features AI helpers that are unlocked when you reach kill streak milestones. These helpers are slightly intelligent characters that you play alongside you, giving you the illusion of playing with friends even if you're all alone. They stay with you until they die or your player is killed.
      Interested in feedback and anyone willing to playtest.
       

      The obvious comparison with Platinum Kill is going to be with Contra. Contra certainly is a big influence on this game (the original two NES titles mainly) but it is my hope that Platinum Kill can do enough different and better that it can stand on its own as not a copy but rather an envolution of the genre. There have been other entries in the genre since Contra and Super C, but I feel like those failed to really capture the excitement and pace of the original games. I want to recapture that as my starting point and layer improvements upon it. Think how the new Doom still feels like the original Doom games but then expands upon it.

      The original game this started as (see History section below) took about a month and a half to complete and I've been working on this version since January of 2017. I'm hoping I can complete this in the next 3 months but I'm bad at estimates and it'll probably end up taking way longer. I do all the programming and design myself and UI graphics and then contract out for in-game graphics and music.
      I want to talk about my game here, share what I am doing and gather feedback on how I can make the game better. If you want to playtest my game yourself and can use Steam on Windows, just drop me a line.

      Screenshots:
      http://www.funinfused.com/images/PK_SlimeMonster.png
      http://www.funinfused.com/images/PK01.jpg
      http://www.funinfused.com/images/PK02.jpg
      http://www.funinfused.com/images/PK04.png
      http://www.funinfused.com/images/PKBoss1Emoji.gif

      Videos (newest to oldest):
      https://www.youtube.com/watch?v=a1AYpxt4EC4
      https://www.youtube.com/watch?v=3OCgf9eaQgg
      https://www.youtube.com/watch?v=vtfCtKpu-l0
      https://www.youtube.com/watch?v=uXrLNczWMdQ
      https://www.youtube.com/watch?v=yzRybGbitH8
      https://www.youtube.com/watch?v=NyVwYudnXNw
      https://www.youtube.com/watch?v=Xl3fykqJ1c4&t=2s
      Engine:
      Custom built using C# and MonoGame.

      Platform:
      Steam (Windows). Maybe PS4 down the road.

      Game History:
      Platinum Kill started off as Ultra Aktion for XBLIG and later ported to itch.io. My hope was that I could do monthly releases of titles and be able to support myself as a full time indie dev. Because of the short timeframe, I did all the graphics using simple colored rectangles and instead focused on making the gameplay as fun as possible. To this end, I think I succeeded well, but in a flooded marketplace and even at just a dollar, Ultra Aktion didn't stand out. XBLIG, where I released it initially, was also near the end and had a plethorea of issues (such as the game showing up in new releases but not being able to be downloaded for over a week before Microsoft finally fixed the issue). After the itcho.io release, I placed Ultra Aktion in Steam Greenlight was the comment that if it got appproved, I'd turn it into a full proper game. Well it did and that's what I'm doing now.
      https://www.youtube.com/watch?v=9LAI7DURjaU

      Dev History:
      I'm the developer and founder of Fun Infused Games. My focus has always been on creating 2D old school styled games, games that I grew up playing and have a special place in my heart for. I started making games back in 2009 with XNA and released 8-9 games for Xbox Live Indie Games (XBLIG) over the next few years. After XBLIG folded, I tried a few other platforms, releasing one game on iOS (Hypership Out of Control) and two on Ouya (ugh, waste of time). For the past few years I have been doing Steam releases and have released improved versions of four of my XBLIG titles on the platform. I also have a PS4 dev kit and a mostly working version of one of my games, but I have since gotten distracted doing Steam games. One day I plan to get back to PS4 stuff and release an actual game there too.

      Links:
      Website - http://www.funinfused.com
      Twitter - https://twitter.com/funinfused
      YouTube - https://www.youtube.com/channel/UCtzFZwb1UhLKp8edddZbq8g
      Facebook - http://www.facebook.com/pages/Fun-Infused-Games/261073264705
      SoundCloud - https://soundcloud.com/user1903103
      Ultra Aktion on itcho.io - https://funinfusedgames.itch.io/ultra-aktion
      Current Steam Releases - http://store.steampowered.com/search/?developer=Fun Infused Games
    • By BG109
      Hi guys!
      I would really appreciate some feedback and advice from you guys on the game I'm developing
      The game I'm working on is a 2D ARPG single/multiplayer using my own custom engine which is a 2D OpenGL engine inC++.
      The game have two distinct areas: outdoor world environments and dungeons. Right now I have reached a point where I'm starting to feel quite satisfied with the outdoor environments but the dungeons feel very lacking right now. Whereas the outdoor environments have at-least somewhat of a depth feeling to them the dungeons just feel... flat...
      I am not sure how to improve the graphics in the dungeon areas to get a bit more depth and/or vivid feeling. Outdoor was easier as I could play a bit with sun-shadows and parallaxing but I cant quite use that in the dungeons which is causing problems.
      I have posted a few images below on both the outdoor world and the dungeons for comparison as well as a small update trailer if you want to just get a feeling for the current dynamics of the game. Any feedback or ideas on how to improve upon the dungeons would be greatly appreciated. This is the first real game I have developed so I'm sure you guys have a lot of ideas I haven't really though about yet
       
      Best Regards BG109




       
      Trailer/Update Video:
      https://www.youtube.com/watch?v=aZthsgv1zPg
    • By EagleGamer
      Hi there! 
      I am currently developing a text-based android game on android. The player will have multiple choices throughout the story that would effect the outcome in the end.
      I am planning to produce the game in both Arabic and English and upload it to Google Play Store containing Ads. 
       
      I need:
      1- Designer that can serve as concept designer for the game's backgrounds in different states, and design the buttons and simple UI used within the game itself. 
      2- Sounds engineer to improve upon the sounds I'm using within the game and create an immersive experience.
       
      I would like to mention that we would be working in this project as a team and everyone will consider this game as their own and not just be bossed around by me
      Thanks for reading this, looking forward to your application.  
       
      P.S. If you're a designer, I'd love to see some of your work alongside your application.
    • By LukasIrzl
      Hi there,
      after a long time I decided to do a "Making Of" for a new character again.
      This one is called "The Necromancer" and may be featured in future games.
      Pixel Art - Making Of Necromancer
      What do you guys think?
      Maybe I will do an additional video for animating the whole thing.
      Best regards,
      Lukas
    • By Scanmaster_k
      This is the concept art of the head of the player character of the adventure game Beneath the Waves.
      Webpage
      Facebook
      IndieDB
  • Popular Now