What makes Orbital Bullet stand out in the crowded roguelike genre. How does the 360-degree level design impact gameplay. Why should gamers give this unique indie title a chance.
Introducing Orbital Bullet: A Groundbreaking 2.5D Roguelike Experience
In the ever-evolving world of indie games, Orbital Bullet emerges as a true innovator, blending familiar roguelike elements with a revolutionary 360-degree perspective. This unique approach to level design sets it apart from conventional 2.5D titles, offering players an exhilarating and fresh gaming experience.
Developed by SmokeStab and published by Assemble Entertainment, Orbital Bullet challenges players to navigate cylindrical levels while battling a diverse array of enemies. The game’s distinctive visual style combines 2D sprites with 3D models, creating a captivating aesthetic that complements its unconventional gameplay mechanics.
The 360-Degree Revolution: Redefining 2.5D Level Design
Orbital Bullet’s most striking feature is undoubtedly its innovative 360-degree level design. Unlike traditional 2.5D platformers that restrict movement to left and right, this game allows players to traverse levels on a rotational axis. This unique perspective creates a sense of depth and continuity rarely seen in the genre.
How does this 360-degree design impact gameplay? It introduces a new layer of strategy and skill to both combat and exploration. Players must constantly be aware of their surroundings, as enemies and projectiles can approach from any angle. This creates a dynamic and engaging experience that keeps players on their toes throughout each run.
Curved Projectiles and Tactical Advantages
The 360-degree design isn’t just a visual gimmick – it fundamentally alters how players approach combat. Bullets and projectiles follow the curvature of the level, allowing for creative tactics such as hitting enemies from behind cover or setting up trick shots. This adds a layer of depth to the gunplay that sets Orbital Bullet apart from its peers in the roguelike shooter genre.
Roguelike Elements: Progression, Permadeath, and Procedural Generation
At its core, Orbital Bullet embraces the hallmarks of the roguelike genre. Each run presents players with procedurally generated levels, ensuring a fresh experience every time. The game features permadeath, meaning players must start from the beginning when they fall in battle. However, this is balanced by a robust progression system that allows for permanent upgrades between runs.
Nanobytes: The Currency of Progress
How do players improve their chances of success in Orbital Bullet? The key lies in collecting Nanobytes, the game’s persistent currency. These can be used to unlock permanent upgrades, new weapons, and additional character classes. This sense of progression helps mitigate the frustration often associated with roguelikes, giving players a tangible sense of improvement even after failed runs.
Diverse Character Classes and Dynamic Skill Trees
Orbital Bullet offers players four distinct character classes to master, each with its own playstyle and abilities:
- Engineer: Focuses on deploying turrets for additional firepower
- Hellion: Harnesses the power of fire-based abilities
- Mercenary: Specializes in landing critical hits for massive damage
- Marauder: Embraces a berserker playstyle for high-risk, high-reward combat
In addition to these base classes, Orbital Bullet features a dynamic skill tree system that allows players to customize their build during each run. This adds an element of strategy and adaptability, as players must choose skills that complement their playstyle and the challenges they face.
Weapons and Combat: A Symphony of Destruction
Orbital Bullet boasts an impressive arsenal of weapons for players to experiment with. From classic shotguns to devastating grenade launchers, each firearm feels unique and satisfying to use. The game’s 360-degree perspective adds an extra layer of depth to combat, as players must consider projectile trajectories and enemy positions in three dimensions.
Beyond Gunplay: Platforming and Special Abilities
While shooting is the primary focus, Orbital Bullet incorporates platforming elements that pay homage to classic 2D games. Players can jump on enemies to deal damage, and unlock abilities like the ground pound for additional combat options. This blend of shooting and platforming creates a well-rounded gameplay experience that keeps players engaged throughout each run.
Planetary Exploration: Diverse Biomes and Challenging Bosses
Orbital Bullet takes players on an interstellar journey across various planets, each with its own unique biome and challenges. From treacherous mining moons to lush jungle temples, the game’s environments offer visual variety and distinct gameplay obstacles.
What awaits players at the end of each world? Formidable boss battles against the evil Council Members of Dread Corp serve as major milestones in the game’s progression. These encounters test players’ skills and serve as satisfying climaxes to each planetary excursion.
The Save the World Edition: Gaming for a Cause
Orbital Bullet offers players the opportunity to make a positive impact while enjoying the game. How does this work? The Save the World Edition of the game contributes 10% of its revenues to The Ocean Cleanup, a non-profit organization dedicated to ridding the world’s oceans of plastic waste.
This initiative allows players to support an important environmental cause while indulging in their gaming passion. It’s a commendable effort by the developers and publishers to use their platform for positive change.
Comparing Orbital Bullet to Other Roguelikes
How does Orbital Bullet stack up against other popular roguelikes? While it may not have the narrative depth of Hades or the lightning-fast platforming of 30XX, Orbital Bullet carves out its own niche with its unique 360-degree perspective and satisfying gunplay.
The game’s shorter run times and bite-sized challenges make it ideal for quick gaming sessions, setting it apart from more time-intensive roguelikes. Its closest comparison might be the original Risk of Rain, but Orbital Bullet’s distinctive visual style and rotational gameplay give it a fresh and modern feel.
Strengths and Potential Improvements
Orbital Bullet shines in its core gameplay loop, weapon variety, and innovative level design. The progression system strikes a good balance between challenge and reward, keeping players motivated to improve their skills and unlock new content.
However, the game is not without its minor flaws. Some players have reported occasional bugs, though the developers are actively working on patches and improvements. Additionally, the game’s story elements are relatively light compared to some narrative-driven roguelikes, which may disappoint players looking for a deep plot.
Is Orbital Bullet Worth Your Time?
For fans of roguelikes, 2.5D platformers, or anyone seeking a fresh gaming experience, Orbital Bullet is definitely worth considering. Its innovative 360-degree design offers a unique twist on familiar genres, while its tight gameplay loop and satisfying progression system keep players coming back for more.
The game’s shorter run times make it perfect for quick gaming sessions, ideal for busy players who want a challenge but can’t commit to lengthy play sessions. Additionally, the Save the World Edition offers the added benefit of supporting an important environmental cause.
Final Verdict
Orbital Bullet stands out as a hidden gem in the indie gaming landscape. Its blend of familiar roguelike elements with groundbreaking 360-degree level design creates a truly unique experience. While it may have some minor issues, the core gameplay is solid, engaging, and consistently entertaining.
Whether you’re a seasoned roguelike veteran or new to the genre, Orbital Bullet offers something fresh and exciting. Its innovative approach to 2.5D gameplay, combined with satisfying combat and a well-implemented progression system, makes it a standout title in an increasingly crowded market.
For those intrigued by this unique gaming experience, Orbital Bullet is available on Steam. Give it a shot and discover why this revolutionary 2.5D roguelike is capturing the attention of gamers and critics alike.
An Exhilarating 2.5D Roguelike With Rotating 360° Levels
Go 360!
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This post might contain affiliation links. If you buy something through this post, the publisher may get a share of the sale.
by Dale Bashir
Posted April 4, 2022, 2:58 p.m.
Those who prefer the middle ground between 2D and 3D games will always have 2.5D video games to fall back to, as these games stick to two-dimensional conventions while being enhanced by three-dimensional graphics.
What is uncommon in 2.5D games, however, are 360-degree level designs, where instead of being able to go left and right in a level, players walk on a rotational axis. Games like Klonoa and Super Mario Galaxy have used this perspective in certain levels.
This is where Orbital Bullet comes in, a game that adheres to this unconventional perspective and makes it a key feature of the game. Combined with its roguelike gameplay and mix of sprites and 3D models for its graphics, this game is a wholly unique experience.
A clear hidden gem of 2022’s slate of indie games, Orbital Bullet may the perfect game for those looking for bite-sized challenges that will leave you wanting more.
Grim Gravity
In Orbital Bullet, you play as a vengeful cyborg looking to defeat the evil space conglomerate, Dread Corp. This, of course, leads to an interstellar roguelike through procedurally generated planets, deadly enemies and bosses, and an infinite way to upgrade your character.
As mentioned earlier, the game takes place entirely on a 360-degree rotational plane, which also means that projectiles traverse in this 360-degree pattern, allowing players to curve their bullets to hit enemies from behind.
org/ImageObject”>This makes for some of the most satisfying 2D gunplay, which is supplemented with a wide range of firearms at the player’s disposal. From standard shotguns to grenade launchers, knowing the lay of the land is part of the fun.
While it is, for the most part, a fast-paced run-and-gun shooter, Orbital Bullet thankfully pays homage to its platforming influences, which means that beyond shooting, players can jump on enemies and even unlock a ground pound.
Obscure Orbits
Throughout each run of Orbital Bullet, players will be able to travel to a handful of different planets with different biomes like a mining moon or a planet with a jungle temple. The goal is to defeat the evil Council Member bosses of the Dread Corp to unlock the final levels.
Since this is a roguelike, expect a lot of dying as you slowly accrue more and more Nanobytes, the currency used to unlock permanent upgrades. This is one of the best parts of Orbital Bullet, as the progression system is pretty satisfying.
As players begin a run, there is also a dynamic skill tree that they can use to make each run unique in terms of their abilities. This is where skills like the aforementioned ground pound or a drone follower can be unlocked.
Beyond that, there are also four classes to unlock, namely the turret-carrying Engineer, the fire-fueled Hellion, the critical hit-focused Mercenary, and the berserker-like Marauder. Each of these classes also has its own skill tree.
These extra skills and powers will definitely help against the many different enemies that the players will encounter. But if players hone their platforming and shooting skills, Orbital Bullets’ challenge can be overcome.
Blasting Bullets
Orbital Bullet may not feature a more engaging story like Hades or a more fast-paced platforming style of 30XX, but all in all, it is still a fun time. It is a game that we recommend playing in short bursts instead of one long session.
The game has some minor bugs that the developers are still ironing out, but we think that won’t take anything away the core gameplay of Orbital Bullet. It is like a bite-sized take on the original Risk of Rain, with the 360-degree perspective that really flips the formula on its head.
Just like its fellow game Itorah, publisher Assemble Entertainment will donate ten per cent of the revenues of this game’s Save the World edition to the non-profit organization Ocean Cleanup, which develops advanced technologies to rid the oceans of plastic.
So if you’re looking for a fun roguelike while donating to a great cause, check out Orbital Bullet on Steam.
This post might contain affiliation links. If you buy something through this post, the publisher may get a share of the sale.
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Demon Blast is a 2.5D shooter for PC and mobile. How I Couldn’t Quit a Project – Indie on DTF
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Greetings! Soon, work on a demo version of my game will be completed, with which you can both go to showcase conferences and look for a publisher. The project is a 2.5D shooter for PC and mobile phones. Almost everyone who has seen it asks if I was inspired by Doom. I will say right away – no, the source of inspiration was Blood, a little Wolfenstein and technical limitations. After all, this almost 3-dimensional game is made on a 2D engine.
How it all started. In 2012, when Flash was still alive, I noticed at some point that in Adobe Flash, 2D containers can be positioned in 3D space – the simplest similarity to 3D, without the correct drawing order of objects, for the simplest pseudo-3D effects . What could this information lead to, having got to me, soaked in memories of Blood? Of course, I had to try to make some kind of 3d space. The result was something like this, poorly written, barely breathing, but demonstrating the idea.
Of course, already then there were various engines designed for 3d, but it seemed to me especially funny to do something like that on the Flash functionality. Well, fun is fun, but Flash’s performance was terrible and it was obvious that doing something more serious – well, not worth it at all.
A few years later, I switched to starling, which allowed me to continue working with flash, but due to direct access to video memory, I worked with visuals much faster. And so, in one of the releases of starling, the developers added the ability to make primitive 3d sprites for the simplest effects. Well, you understand how it ended. Now, with the performance that starling gave me, I could give my crazy idea new life! At that time, 3D engines were, of course, even more accessible and beautiful, but I was still excited by the idea of making 3D space where it was not intended.
Working in the evenings, in a couple of weeks I wrote code, drew graphics – and it turned out something like this (already better than the 2012 attempt)
Submitted this video as an application for the 2015 Starcon showcase. And suddenly passed. Somehow, I managed to find artists among my acquaintances who wanted to help improve art games for the exhibition. As a result, in a matter of days, the game changed to this state:
Winding to St. Petersburg on Starcon (I myself am in Moscow), showcase, on my feet all day and the way back is another story. In short – I was surprised that the people who came to my booth during the day didn’t think the game was trash, asked for a release date, a group to follow the project, some came back to play again. It was awesome and inspiring.
But about six months later, I realized that the further the development goes, the harder it is to implement 3D features on an engine that was not designed for this at all. It is theoretically possible to implement anything, but for some simple things it would take me weeks when they could be implemented in a unit in 5 minutes. The development became difficult, and the result did not suit me in terms of quality. I froze the project. And then I decided to write on the starling engine forum and give the source code of the project to anyone who wants it, so that at least someone will continue my work – a lot was done, it looked interesting, I didn’t want it to disappear. On the forum, of course, everyone is a little freaked out by how much I misuse the engine. Including the developer of the engine himself, who spoke about the game on his Twitter, could not resist commenting:0003
But even with all of the above, not a single person dared to take the source code from me. Maybe for the better. Having buried the idea for the second time, I continued on my way.
In the next 2 years I continued some experiments with other prototypes and toys. And somewhere at that moment I met the game Wolfenstein: New Order. In between the main missions, you could find an Easter egg there and play the level of the original pixelated Wolfenstein. I had never seen the old Wolfenstein before. And here’s what surprised me – this level was surprisingly primitive, but it was still fun to play. And the functionality in it was much less than in my game. I realized that with all the limitations and shortcomings, I can still make an interesting game out of my shooter. Well, or at least try.
Last year I set to work with renewed vigor – I ordered more beautiful art, collected 13 more levels, wrote new functionality. From the new functionality added: doors opened by keys that you need to look for; secret areas in the level that only the most determined can find; boss battles; a system of dialogues with NPCs; the opportunity to study the surrounding objects; teleports + a lot of other little things.
The trailer gives a rough idea of the current state of the game:
Now that there is very little time left before the demo version is ready, I thought that it is probably time to crawl out of the shadows and tell people that there is such a game. And maybe it will be interesting to someone. Well, what else can I say. If you bury your unfinished projects on a regular basis – look back after a year or two, maybe somewhere in this cemetery of dead ships there is an idea that you can take on again with a second wind, rethinking and strengthening the achievements of the past.
Thank you for your attention 🙂
If anyone is interested in the further fate of the game, you can follow it in the group https://vk.com/startwarp
Game page on Steam:
Twitter:
is an excellent 2.5D shooter through the eyes of a developer – Video on DTF
Extended review of Ion Fury . Let’s figure out together with Arthur why this is a great 2.5D shooter, look at the features of the modified Build engine, understand the level design and basic game mechanics, and pay attention to the details of the project.
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More recently, the game, in addition to PC (GOG, Steam), was also released on consoles (Switch, Xbox One, PS4) – a good reason to refresh the information about the game for yourself:
Enjoy watching! Special for dtf by belongplay
Text version from Turik’s Projects channel:
Recently, the shooter Ion Fury , which has been discussed for a long time, came out of early access. It went into early access and I heard purely positive reviews. At the same time, I was in no hurry to buy – if everything is fine there, then the hunt was to try the game as a whole, and not in pieces. And I also thought about going through it with you on the stream, and after running it once to check if everything is fine with it, if there are any bugs or critical freezes, I myself did not notice how stuck with it. And when I stopped, it turned out that I was almost 2/3 of the game. Today I finally finished the game and would like to share pleasant emotions with you.
This time around, my opening line “ don’t get stuck in textures” is especially funny, as the game is retro-styled and uses the old Build Engine that was used for great games like Duke Nukem, Blood, Redneck Rempage, Shadow Warrior . These games were popular in the early 90s and the algorithms of the engine resemble those used in Doom, i.e. the world itself is not entirely three-dimensional. And if you remember the old shooters on this engine, then at the time of release their style was more “realistic”, and on my own I would add that the same Duke Nukem was also funny. There were not so many enemies, but they were colorful, and jokes on behalf of the protagonist diluted the process. And even with the release of the fully 3D Quake 1 , many players, both in clubs and at home, continued to play the less-tech shooter just because it felt its own style. As a child, I played with all my heart in both Shadow Varior and Redneck Rempage , I won’t say that now there is a desire to replay them, but there are definitely pleasant memories from them.
And just on pleasant memories, as well as retro-style, developers sometimes try to leave. Last year, a very good shooter Project Warlock was released, which, in terms of mechanics, resembled a mixture of Doom and Hexen. Interestingly, this game was developed by one 18-year-old boy from Poland. He first showed the prototype to his relatives, when they were overcome with tenderness, they supported him. And after some time, he assembled a small team to finalize the project. The game came out very well, I went through it with pleasure, I was especially pleased with the construction of levels, where the player was guided and it was hard to get lost. It’s moments like these that separate a good project from an amateur one, and other aspects of the game were pretty good too, I went through the game in the spirit of Raskolnikov, running through the levels with an ax and dismantling the enemies. At the same time, it is worth saying that the game still felt far from ideal and precisely tailored to the retro style. If you have not played and see a discount on it in steam or gog – I recommend it.
Completely different feeling from Ion Fury . From the first moment the game starts to show that it is from a completely different league. She takes all the past developments, improves them and presents them in an interesting way. For starters, the game is not made on the fashionable Unity, but on a full-fledged Build Engine. Naturally, it has changes compared to the 90s, added high resolutions, voxels, gamepad support, and more. But most importantly, the game has a very interesting visual style.
At the very beginning of the game, we find ourselves in a city that looks quite cyberpunk. Those. there is lighting, neon signs, rain and everything else. At the same time, since the game is executed on the old engine, it runs without problems in lower resolutions, and runs on old computers. I do not have a 486 processor, like Dmitry from the Old Hard channel, to check the performance of the game, but on an old laptop with a weak video card, the game runs without any problems. For more authenticity, you can try to run the game on an old monitor, while it will look great.
At the same time, the most basic thing in the game is the gameplay. And here is the game of the old school in the best sense of these words. Modern shooters suffer from the fact that they are extremely fond of showing various screensavers and a lot of dialogue. Some kind of “kalofduti” for most of the game will pull you by the handle, opening doors for you. In old-school shooters, the approach to the gameplay is completely different – they give you a gun in your hands and you need to shoot everyone and leave the level. It’s just pure gameplay with no frills. And here, in order not to get bored, the game should be driving, the weapons should be varied, the enemies should be evil, and the levels should be interesting. all this is present here.
The speed of the game is slightly above average and allows you to choose your own style of play. If you wish, you can rush around the level as a saiga, scattering everyone and everything, or play carefully, almost stealth. If you can see the workarounds, then sometimes you can get around the enemies from the back and shoot them without any problems. The game at the same time tries to maintain the rhythm, constantly throwing up new enemies. This is also done for a reason, here you can see the subtle work of the level designer – you are constantly very subtly hinted where to move on.
In general, on most levels, to go further, you need to power 3 generators and open 3 doors. And in order not to get lost, the level designers scatter objects on the levels so that when collecting them, you will definitely go to the right part of the level. And after you pull the switch, new enemies will definitely jump out and if you start a shootout with them, you will gradually move to the next necessary part of the level. This principle is so soft that it does not bother you throughout the entire game, which lasts about 10 hours. The fact is that in addition to shootings, the game also teases the player very correctly, constantly showing him areas with secrets and inviting him to search.
At the same time, all levels look logical – cities look like cities, subways look like dungeons, nature looks like nature, and laboratories look like laboratories. There are practically no incomprehensible buildings, everywhere the geometry of the levels looks understandable and interesting. And before completing the level, the game will carefully inform you that you have not found all the secrets and you will have the opportunity to return. Although it’s a concern or a mockery, it’s hard to say, because there are a lot of secrets.
The weapons were made in the same interesting way. Incredibly, each will need to be used in different situations of the game. This system is not built into an absolute, as, for example, in Blood, everything is much simpler, but it is more convenient to disassemble different enemies with different guns. At the same time, an interesting point is that the guns were made pleasant to shoot. Revolver in alt fire mode can grab enemies and automatically take headshots. With this chip it is very convenient to take out weak enemies, although much more often I used it against small fidgety and annoying creatures. Without this feature, I would strongly swear at the number of fidgety small fry, and everything plays just fine. The same shotgun was made with 6 chargers. As a result, running and shooting canister can be longer and more fun. The alternate mode loads grenades into the shotgun, which is just as interesting. The machine in the game shoots incendiary cartridges, the alternative shooting mode is paired machine guns, as a result, shooting turns into wild fun. And almost all guns add fun to the game. It is a pity that there is no sniper or rocket launcher in the game, but if you throw a grenade and it does not hit the enemy, then you can pick it up, which saves time looking for equipment. And in terms of weapons, there are no ingenious finds here, they just made it so that it was more convenient to use weapons.
First of all, I would note large and neat sprites on the enemies. When shooting, headshots are present, with a successful hit, you can quickly take out the enemy, as well as hear some signature phrase from our Heroine Shelley. It all looks in the spirit of old Duke Nukem. At the beginning of the game, the enemies are mostly humanoids in different cloaks and two varieties of small fry. Most often, you will be released by a mechanical spider with a skull head, which is quite difficult to hit due to its jumps. In addition, at first it seemed to me that this was not a skull, but the head of a child or a doll, in the end it seemed pretty creepy. The second most annoying enemy is already flying and firing beams from afar. It was easier to deal with these two with just a revolver with an auto-aim. In later levels, quite a few different enemies will appear, including all sorts of mutants, cybernetic creatures, robots and the like. There will be zombies and creatures that spit acid. There will also be bosses, some of them, after the defeat, will move into the category of ordinary enemies, which is also quite interestingly beaten.
If you watched my video about the game design of Metroyd Return of Samus, then there I cursed at the robot boss. There will be approximately the same situation here, when we will have to defeat a rather evil boss, and he was given to me from the 10th time, having swung around the arena quite well. And a little later in the game, two of these will jump out at you, but there will be a slight difference – after the first fight, a machine gun will fall from the boss, with which it is already much more fun to fight them. And at that moment I was sitting and enjoying how the next moment in the game was skillfully beaten.
At the same time, it should be noted that not everything is perfect in the game, but these moments can be experienced. The first thing I noticed is that you can aim at your feet and at the sky up to a certain angle, i.e. shooting at your feet will not work. As a result, if it were not for the auto-aiming of the revolver, robots with the heads of children would be a nightmare and very annoying. The second point, which is a technical limitation, is that the enemy can sometimes become invisible. This is due to the fact that you are aiming down from above, and the enemy is not fully turned into the camera. These moments are not to say that many, but it happens.
Also, the old engine may well lag so badly with a large number of explosions and destruction. In the robot boss fight mentioned above, it can fan out a bunch of missiles, causing everything around to explode and a frieze to pop out for a second. But at the same time, it is interesting that the level geometry itself can change quite strongly. In the original Duke, there were moments when a building collapsed and a new piece of the level appeared, they immediately beat it even better. Sometimes you can successfully blow up a barrel, which will blow up half of the wall with it, revealing a secret or a new passage. Destruction in engine 90s, miracles and nothing more.
There is not much to say about the plot of the game. If I understood the documents of the game correctly, then our heroine is investigating the disappearance of people who then turn into cyborgs. In appearance, the heroine resembles Motoko Kusanagi from Ghost in the Shell, and the levels and enemies adjust to the story. The cyberpunk upper city gives way to slums, abandoned buildings, moves to the city center and shopping centers, and then dives underground into the subway and further into research complexes. Enemies are also gradually added as you progress through the game. Moreover, at first I thought that the whole game would be in the city, but it turned out that the developers did their best here and made a difference.
There are about 7 episodes in the game and only about 20 levels, but in appearance they are very different from each other. At the same time, I liked that because of the old engine, the levels are loaded almost instantly, and the game itself weighs less than 100 megabytes. And to sum up, the game turned out to be original. If it came out in the 90s, it would definitely become a hit with a capital letter. At the same time, it is interesting to play it against the background of modern cinematic shooters, which sometimes show more videos than gameplay. The graphics here are without raytracing and other chips, but the design of the game and levels itself after a couple of hours begins to be perceived precisely as another good idea of the authors. There is not much variety in the game, the gameplay itself is entirely shooting, but if you like shooting like I do, 10 hours will be great.
It would also be interesting to see co-op in such a game – the engine allows you to display a lot of enemies on the screen, as a result, it would be more fun to destroy the enemies than in some new Wolfenstein with caricatured girls in exoskeletons. I hope that the developers will succeed, because they have already thought that the game can be developed and added the possibility of new game scenarios where you can replay the old levels with new conditions. They also added the “king of the hill” mode, where they give an endless machine gun and launch waves of enemies.
At the same time, the probability of success is high, because the game behaves well with a gamepad, and if it is ported to consoles, then with all the positive reviews, success will come. After all, from Ion Fury they did not make a retro game or a typical indie, but a good strong shooter that can be safely advised for all fans of the genre to pass. And, traditionally, do not get stuck in textures )
And we will talk about the genre in the next video, where I will tell you about another game on the Build engine, namely about blood, dismemberment and other destruction, which in some places is better than in acclaimed Battlefield.