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VERY EARLY ACCESS: the game is playable(I already spend too much time "play testing" rather than developing) but a lot of things are either unfinished or completely missing. When you first start the game you'll probably get shader compilation stutter when loading into a new level.

I like my FPS movent smooooooth and FAST and my guns ridiculous.

Presenting the bunny hopping, double jumping, wall running, wall kicking, crouch sliding, grapple hooking, recoil boosting, rocket jumping.... player

Armed with:

A 3round burst fire rocket launcher with an even more explosive and wall piercing alt fire.

A 121 round Machinegun with the ability to shoot 4 bullets at once to pierce through enemies and terrain

A fully automatic double barrel jet shotgun


Work in progress stuff:

the basic enemies are just capsules for now since I haven't decided what I want them to be yet.

partial settings menu

missing sound

partial tutorial

missing boss fight mode / level 7 doesn't really work

pause menu stats are broken

save file format isn't final so updates will probably wipe save files

more levels will be added as I come up with ideas for them

Updated 3 days ago
StatusIn development
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorbuildzoid
GenreShooter
TagsFirst-Person, Godot, Singleplayer

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Click download now to get access to the following files:

HyperVelocityShooterV13.zip 120 MB

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As a person who is pretty into movement shooters (having ~200 hours in Ultrakill, having p-ranked every level on brutal, and a big doom and quake fan), this is really innovative, even with just 3 weapons, however, it is very easy to get killed in this game, I average ~30 seconds of survival, I'm not sure if there is a mechanic I am missing but It still kinda feels a tad bit unfair, you could maybe loosen projectile directions and give hitscan enemies the chance to miss you when at a fast speed, I get that this is a work in progress, and a very good one at that, I really did have fun playing, I might consider this even more fast paced than any other game I have played. The weapons and enemies are really interesting and innovative, you are in the right place with your ideas, however its a demo, therefore not perfect, but again really good! I like the idea of most enemies, especially the turrets that encourage you to move, and the ones with shields to stop you from playing too far, forcing you to get close to them. Awesome for a demo. great job so far!

(1 edit)

Also having gibs and blood would make this game go even harder

Did you figure out the health pick up? As well as the alt fire abilities?

I do plan to add death effects I just haven't figured out what I want them to be. Since I still don't know what the capsules are supposed to be. Also currently my priority is still adding more enemy variety and gameplay rather than visuals.

Also a tip for the hitscan enemies. They have accelerating tracking. So as long as you don't move in a straight line for too long they can't hit you. 

Also you can straight up break the shields by just dumping enough damage into them (the shotgun and overloaded rocket launcher work best for this).

I did figure the health and the alt fires, really interested in the shotgun dash, and also the health looks too similar to the turret projectile, probably add a visual cue like a cross, thanks for the advice!

(+1)

Yeah I've already tried doing something about the health pick up visuals I just didn't like the result. I might end up making the turrets red.

Great game!!