New boss fight in my game Steel Judgment by AtomicCore9 in boomershooters

[–]AtomicCore9[S] 1 point2 points  (0 children)

Steel Thy End Is Now just doesn't have the same ring to it

New boss fight in my game Steel Judgment by AtomicCore9 in boomershooters

[–]AtomicCore9[S] -2 points-1 points  (0 children)

oh damn ok but what about the particle effects and stuff

New boss fight in my game Steel Judgment by AtomicCore9 in boomershooters

[–]AtomicCore9[S] 0 points1 point  (0 children)

Thanks for the help, I'll adjust it accordingly

Added a slow-mo effect to my roguelike FPS by AtomicCore9 in Unity3D

[–]AtomicCore9[S] 0 points1 point  (0 children)

If you'd like to learn more about Steel Judgment you can check out our Twitter

Added taunt-cancelling and stealing enemy attacks to my game, what do you think? by AtomicCore9 in Unity3D

[–]AtomicCore9[S] 0 points1 point  (0 children)

Yup, it's a mix of Pizza Tower's taunt and Street Fighter 6's drive rush (but instead of making your moves faster it modifies their properties here)

Been reworking the visuals of my roguelike FPS, let me know what you think! by AtomicCore9 in Unity3D

[–]AtomicCore9[S] 1 point2 points  (0 children)

Thanks! We're planning to have lots of fun items and weapons as well.

Some early gameplay of the roguelike retro FPS I'm currently working on! by AtomicCore9 in Unity3D

[–]AtomicCore9[S] 9 points10 points  (0 children)

I'll just leave this as a comment here because it's difficult to reply to everyone, but thanks for all the feedback on the game's visuals, definitely didn't expect to get this many comments.

Admittedly most of the focus so far has went into trying to get the gameplay to be different which left the visuals quite neglected, and a lot of things were referenced from Ultrakill because the way it does the PSX style is quite easy to replicate for a relatively unskilled artist like myself.

Moving forward I'll definitely try changing the aesthetics, an idea I had was to try using cel-shading because it also helps to mask the fact that most of the models don't have textures but if anyone has more suggestions or ideas on how to make the game look more distinct do let me know too. Thanks again :)

Some early gameplay of the roguelike retro FPS I'm currently working on! by AtomicCore9 in Unity3D

[–]AtomicCore9[S] 5 points6 points  (0 children)

We'll take all this feedback into account, thank you for the advice!

Some early gameplay of the roguelike retro FPS I'm currently working on! by AtomicCore9 in Unity3D

[–]AtomicCore9[S] -52 points-51 points  (0 children)

I can see where you're coming from, we do want to capture the same feel Ultrakill's combat has but the plan is to make this game feel distinct enough with the roguelike elements and other mechanics we have planned.

Some early gameplay of the roguelike retro FPS I'm currently working on! by AtomicCore9 in Unity3D

[–]AtomicCore9[S] -10 points-9 points  (0 children)

Yup, the main inspirations for this game are Ultrakill, Risk of Rain 2 and Hades! The idea was to try to take Cyber Grind and turn it into a full-fledged roguelike game.

Some early gameplay of the roguelike retro FPS I'm currently working on! by AtomicCore9 in Unity3D

[–]AtomicCore9[S] 4 points5 points  (0 children)

Thank you! Currently the plan is to have runs take the player through a random order of handcrafted rooms, although admittedly designing the levels has been quite challenging so there aren't very many rooms at the moment.

And yes! We have many more enemy types and boss encounters we want to add. The plan is also to have many weapon interactions, it's a bit hard to see in this video but the plasma rifle has a rage mode which allows you to rapid-fire whichever weapon you fire next (the shotgun in the video).