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That to me says the goal is to get different rooms and enemies in each run. Like fps roguelite shooter deadlink, roboquest, gunfire reborn etc.
Maybe you could add that the rooms are handcrafted but their order is randomized instead if the enemies placement and room layout are always the same.
It's not a bad thing though and it makes sense with your explanation that learning room layout helps with difficulty and speed.
See: Deadlink, Robo Quest, both use tiles much like your game. Both play exactly the same as your game ( structure/progression wise), especially Deadlink, but they don't try to suggest they're not something they really are and use that as a scapegoat for shortcomings.
I'm not sure if there is a shooter that uses genuiene procedural generation, probably not because you can't really get tight gameplay that way. I don't think anyone wants genuine procedural generation in shooters with tight timings.
Repetition is fine, but your game is the exact same level with very minor changes across a dozen something floors.
Plus, what even is an arcade shooter? Galaga? Chicken Invaders? lol
Truth be told you should've given the game an Early Access tag, that's a way better scapegoat than 'Arcade Shooter'. Plus you could've gathered feedback more efficiently without pushback since people expected a finished game which this really doesn't seem to be.
Hope is just a nail slammed by the wood of ego and hammer of delusion..
Scapegoat?
A person who is blamed for the wrongdoings, mistakes, or faults of others, especially for reasons of expediency.
Whut?
The term "arcade game" can refer to an action video game designed to play similarly to an arcade game with frantic, addictive gameplay. The focus of arcade action games is on the user's reflexes, and many feature very little puzzle-solving, complex thinking, or strategy skills.
+
Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player.
Arcade+Shooter ..
Clearly you didn't want the game.. so You also only played Anger Foot for 12 minutes..
I don't think its a "game issue"
#notyourgenre
https://youtu.be/PeS9Llo-nOQ
Arcade Shooter
You do realize how little that narrows it down and how nonsensical this argument is?
You can bunch up pretty much any indie first person shooter into this silly tag that is completley non-descript. Anger Foot and MMJ have little to nothing in common aside from the fact that they are first person shooters.
I genuinely have no idea what you're trying to say, even so you're failing to make a point in all this abstraction.
Roboquest is nothing like this.. This is not a looter shooter with RNG cells
https://store.steampowered.com/app/1676130/Deadlink/
Lol
..
No Its not like mad mullet jack..
I think its more you want it to be like roboquest and whatever deadlink is..
- All three games make use of pre-made tilesets none of three make use of proc gen, dead link and roboquest might sometimes swap the room order
- All three games progress in a linear fashion until you reach the stage boss
- All three games feature end of stage power ups/weaponry
- All three games feature tight room to room gameplay
- All three games emphasize speed/movement
- All three games revert your progress upon death
- All three games have nearly the same enemy design, ie. shield guy, melee guy, exploders, generic shooter staples
- All three games come at similar prices
Now you go ahead and tell me how different they actually are. All three are slightly different flavours of the same make.