Howdy gang, let’s take a look at another one of them videogames.
Xenogunner is a game jam game that features boss rush elements with mouse aiming shooting mechanics. It’s has vibes reminiscent of genesis games like Gunstar heroes and Alien Soldier.
…and call of duty.
You can get the game jam game here at itch.io
The game apparently is being developed further to feature more levels and fleshed out artwork. which is great because the game is pretty fun and it’s great to see fun games be developed.
Thanks for reading!
Xenogunner apparently is still in development, I’m not really sure what the status is on the whole project but you can see some improvements that get tweeted by Pedrovin, the main artist for the game. Happy Frog Games seems to still be developing it while also cranking out smaller games on the side. I hope one day we will see this boy come to life and “xeno gun” all the baddies one day…one day.
The video below shows more of the game, it seems like they’ve been really trying to make the levels have more obstacles to them so you can’t just blitz through it all unless you know what you’re doing. Also that announcer voice…sounds so ExCiTe…
I think my greatest concern is whether the shooting itself won’t be super repetitive, especially when there’s little reason to not hold the shoot button (unless there are enemies in the game that counter that or there’s some sort of other incentive). Though I will say from my own experience when I designed Drone Strike, I questioned the aspect of a fire button in shoot-em-ups so I just made it auto-fire and whenever you hold the “Shoot” button it instead is a charge attack.
Regardless, I think Happy Green Frog will do a good job with handling that and also provide new weapons to use to help with balancing and keeping the game interesting.
Thanks for reading!
p.s. And take a look at this, who knew games had to start from scratch in order to become what they are now!
Happy Green Frog responded with some answers to some of my questions, huzzah:
1. The status of the upgraded version of the game is that it is nearing completion. Release date is still uncertain, but it’s been playtested a decent amount, it has cutscenes fully implemented, most if not all of the graphics are done or near-done, there’s one boss battle I want to refactor a bit but it’s not strictly necessary, and from there it’s up to my publisher.
2. To answer the question of whether there’s ever a reason to let go of fire, one of the more powerful weapons has a really low fire-rate, and, without spoiling anything, some bosses move in ways in which it is ideal to wait until you’re sure you have a shot lined up before you fire. Suffice to say, manually pressing for a bit to fire a volley of it, then letting go for a bit to wait for the next good chance to strike, is, in a few boss fights, a good idea. I’m not 100% sure that it’s a sufficient way to keep the shooting from getting repetitive, honestly, but it’s something at least.
3. The old levels have indeed been updated to have more obstacles, first level aside. Additionally though, there’s a large supply of new levels, expanding the game well beyond what the GameJam version featured. If memory serves correctly there’s a fair bit more than 15 all new bosses to fight. (I think the total number of bosses, including the old ones from the GameJam version, is around 25?)
4. Some fun trivia: The voice announcer was actually me! I recorded that voice clip myself.
5. “Xenogunner” actually refers to the main villain of the game, which does make one of the lines in your article a tiny bit odd (but still kind of works overall), mainly the “xeno gun” but.