Super Recoil Gun

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Bad Ending 50 Points

Finish the game without the blueprints.

Good Ending 100 Points

Finish teh game with all the 4 blueprints.

Author Comments

This game was made in 48 hours for the 32nd Ludum Dare, the theme is "Unconvenmtional Weapon". Rick needs a gun for his Mecha Suit, so he decides to steal one from his enemies. But it is so heavy that he can't even walk with it.

Use WASD to aim and SPACEBAR to shoot.

Warning! This game can be very hard.

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The game is too fast paced for the player to respawn 5 seconds after dying. It would improve the game a lot if there was an instant respawn after being hit.

For 48 hours, this game is great. The movement and gun work for the challenge. Plus, great use of the Gameboy colors for a template, everything was clear in visual design.

One thing, that got me was dying on contact with the cannon. I think cannons should be parts of levels not "intsa-kill" contacts like bullets. In any case, great game ;)

good game two problems level 2 i fell thru floor forever and when i try to fly it changes direction

The biggest problem is the time between deaths needs to be instantaneous. Take the tried and true example of Super Meat Boy, where respawn times do not exist.

Someone mentioned having a toggle for spacebar, or even just setting WASD to shoot. I think that would have been better. Even with the current setup, you didn't have to make my hands so close together, you could have set 'shoot' to an arrow key instead.

Turrets don't need to kill the player on contact. They already shoot stuff that kills you, there's no need to enhance the difficulty there.

Music was okay, not terrible. But maybe it would've been better if you just put ambient noise instead. The sound of the gun was good. Visuals are good. Interesting concept.

I think it's a cool concept; we are so used to 'normal' platformer controls, that I'd say this is a fresh idea. Reminds me a bit of Cave Story where you can use a machinegun to actually fly. Only this time the speed makes it insanely though to control; Level 3 got brutally hard early on (I thought I could at least destroy those turrets) and at level 4 I just gave up at the most narrow spike segments.

The music has some sort of odd "peaceful classical/christmas vibe" (atleast that's what I got) that didn't seem really fitting or encouraging for the game.

Of course this is a Ludum Dare proyect; and the priority here is experimentation, which after all led to an interesting result!

Credits & Info

2.98 / 5.00

Apr 19, 2015
1:27 PM EDT
Action - Shooter - Multidirectional