
A shooting game featuring the characters of Wossa Rem. Also, some art based on the work of JustSomeGuy, plus a lot of stock assets. Shoot robots and rescue women to earn money to buy upgrades. Download it here.
https://drive.google.com/file/d/1sY.....ew?usp=sharing
Can be played with controller or mouse and keyboard. Windows and Linux versions included.
Hope you like it. ^_^
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Wossa's social medias
DeviantArt: https://www.deviantart.com/wossarem.....ing-1111914799
Twitter: https://x.com/WossaRem/status/1847662950825271533
Pixiv: https://www.pixiv.net/en/artworks/123493693
Bluesky: https://bsky.app/profile/wossarem.b...../3l6uslmly332b
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Worked on this in August. Originally intended to be a 6 hour project like mighty silk, but I blew past that deadline, and a revised 12 hour one. I don't know how long I worked on this, but it pretty much all of August, and tinkered with it throughout Octuber and September.
https://drive.google.com/file/d/1sY.....ew?usp=sharing
Can be played with controller or mouse and keyboard. Windows and Linux versions included.
Hope you like it. ^_^
---
Wossa's social medias
DeviantArt: https://www.deviantart.com/wossarem.....ing-1111914799
Twitter: https://x.com/WossaRem/status/1847662950825271533
Pixiv: https://www.pixiv.net/en/artworks/123493693
Bluesky: https://bsky.app/profile/wossarem.b...../3l6uslmly332b
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Worked on this in August. Originally intended to be a 6 hour project like mighty silk, but I blew past that deadline, and a revised 12 hour one. I don't know how long I worked on this, but it pretty much all of August, and tinkered with it throughout Octuber and September.
Category Artwork (Digital) / All
Species Unspecified / Any
Gender Female
Size 1802 x 1003px
File Size 290.2 kB
Listed in Folders
Not bad for a start. Very simplistic and pretty solid so far. Kinda reminds me of the old flash games from back in the day.
The upgrades are fair enough as is.
Even if the robots always take 5 shots to kill, you can upgrade the gun to be faster and have more ammo. You can also extend the time it takes before you get auto-caught.
I do have several issues, they're pretty nitpicky though. The game was pretty short. I managed to complete the game within several runs.
There were two different branches lead to the same room with no way back to the previous room. The sounds were a bit unbalanced.
There is a lot of money compared to things to buy, one of the girls give a lot of money alone.
I kinda expected a bonus ending for rescuing all the girls in one run, but that's just my completionist instinct.
The upgrades are fair enough as is.
Even if the robots always take 5 shots to kill, you can upgrade the gun to be faster and have more ammo. You can also extend the time it takes before you get auto-caught.
I do have several issues, they're pretty nitpicky though. The game was pretty short. I managed to complete the game within several runs.
There were two different branches lead to the same room with no way back to the previous room. The sounds were a bit unbalanced.
There is a lot of money compared to things to buy, one of the girls give a lot of money alone.
I kinda expected a bonus ending for rescuing all the girls in one run, but that's just my completionist instinct.
Thanks. Glad you liked it. ^_^
"The game was pretty short."
That was partly by design, partly because I had to call it done. There are lots of things I'm not happy about, though what's interesting to me is the things that bothered me mostly didn't get a mention. Like the lack of enemy or environment variety. Having other endings was considered, but didn't get around to.
"The sounds were a bit unbalanced."
Oh? I tried to balance them as best I could. What sounds stood out as too loud/quiet?
"There is a lot of money compared to things to buy, one of the girls give a lot of money alone."
"There were two different branches lead to the same room with no way back to the previous room."
This was deliberate, but it didn't plan out as I originally intended. I originally wanted each branch to be an easy, short road, and a more difficult path that led to a hostage, who would reward you with money and a power up. This ended up not really playing out however. (Edit: The paths would lead to the same room so the player wouldn't have to backtrack taking the long road.)
The one that gives a large amount of money was also deliberate, though I worried I overdid it a bit. Basically, it's the hardest path in the game, and the next area is the final room with the mass of enemies. I didn't want the player to have to keep repeating the same run they already mastered repeatedly just to save for end game guns.
Oddly enough, prices of various things were set early on and barely changed. I did make some cheaper because I found there were upgrades I just never bothered with. I found myself going for ammo and weapons every time, and only getting other stuff late game.
"The game was pretty short."
That was partly by design, partly because I had to call it done. There are lots of things I'm not happy about, though what's interesting to me is the things that bothered me mostly didn't get a mention. Like the lack of enemy or environment variety. Having other endings was considered, but didn't get around to.
"The sounds were a bit unbalanced."
Oh? I tried to balance them as best I could. What sounds stood out as too loud/quiet?
"There is a lot of money compared to things to buy, one of the girls give a lot of money alone."
"There were two different branches lead to the same room with no way back to the previous room."
This was deliberate, but it didn't plan out as I originally intended. I originally wanted each branch to be an easy, short road, and a more difficult path that led to a hostage, who would reward you with money and a power up. This ended up not really playing out however. (Edit: The paths would lead to the same room so the player wouldn't have to backtrack taking the long road.)
The one that gives a large amount of money was also deliberate, though I worried I overdid it a bit. Basically, it's the hardest path in the game, and the next area is the final room with the mass of enemies. I didn't want the player to have to keep repeating the same run they already mastered repeatedly just to save for end game guns.
Oddly enough, prices of various things were set early on and barely changed. I did make some cheaper because I found there were upgrades I just never bothered with. I found myself going for ammo and weapons every time, and only getting other stuff late game.
You're welcome. Most of your comments are understandable.
Some of the sounds were noticeably louder than others (EG: Door opening, robot explosion, Shotgun's "bass-like" sound), sorry that I forgot to mention that earlier.
My main strategy was to destroy as many robots as possible before running out of ammo or time, focusing on improving how long I can make ammo and time last for the next run, then focusing on damage after I've got enough money. Gameplay-wise, your options given were pretty solid. If I knew of any other options for this type of game, I would've given them.
Some of the sounds were noticeably louder than others (EG: Door opening, robot explosion, Shotgun's "bass-like" sound), sorry that I forgot to mention that earlier.
My main strategy was to destroy as many robots as possible before running out of ammo or time, focusing on improving how long I can make ammo and time last for the next run, then focusing on damage after I've got enough money. Gameplay-wise, your options given were pretty solid. If I knew of any other options for this type of game, I would've given them.
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