Also firing bottle necked, sharp tip bullets. Stored in a lever action. I suppose it could make sense because they are bottom fed into a internal box mag? Its weird
3:55 Neat seeing a crank-operated Gatling gun in a game. However, cutting a window in the drum mag so you can see the rounds and having it still be obviously full when the gun is empty seems a bit... odd. Also, I hope there's glass or clear plastic keeping those rounds in place, because they'd just come flying out otherwise. Wonder if one could make it looks more 'glossy' to make it more evident if that's the case.
Neato guns -- I do kinda wish the 2d sprite for the magazines/ejected shells actually popped out while the reload animation is playing, and not AFTER it finishes. Anyhow, I THINK these devs really like shot-guns, just a hunch.
Honestly, not a big fan of the weapon designs, especially compared to the first game. The models are somehow both more detailed AND less detailed than the first game.
Yet again, a new indie game falls for the same weapon sound pack... The DB uses that same reload noise that's in countless games (It's in Forgive Me Father or whatever it was called) and the Rifle uses this fire sound that I've heard EVEREWHERE. The Heavy Rifle fire sound is familiar, I've heard it somewhere. The Grenade Launcher uses another stock sound, you know the deal. Why can't they just... Find another stock sound pack???
@@zelpyzelp thats not a excuse, sprite games can look way better than this, and ''its just one guy'' is not a justification for his limitations - he should know what he was getting in to.
@RedSemen420 and expect everything to be super good? Its made by a single guy so of course there will spots where there will be cracks in there Its not like one man game devs are suddenly maxxed out jack of all trades people
@@RedSemen420 I swear people like you are all the same. It's always "that's not an excuse" this or "not a justification" that. When developing games can be hard work especially depending on the skill level, knowledge, and experience of a dev. Which can be even more daunting when its all being done by one person. Its not like every dev has their own particular set of skills and limits. Having limitations is always important, because it always beats being overambitious or overworking one's self.
@@RedSemen420 yeezus calm down dude. This isn't a multi-person team. It's literally just one guy. Not some large crew backed by a large parent company. Making these anims are a daunting and large task especially with these many weapons. Cut the guy some slack.
*loads rifle rounds into repeater rifle*
*ejects shotgun shells*
lmao
It's having an identity crisis.
Also firing bottle necked, sharp tip bullets. Stored in a lever action.
I suppose it could make sense because they are bottom fed into a internal box mag? Its weird
@@darknessml6145 Oh yeah lol, that's a recipe for disaster. Common oversight I guess
@@darknessml6145The Winchester Model 1895 was designed to do exactly that, though without the weird bottom feed.
I love it when indie devs made modern games with major retro elements.
You mean every game coming out?
6:13
Literally a Flak Cannon.
Damn I miss Unreal.
But that gun look like from serious sam series?
same bro RIP Epic games
@@tabhaqiyoriansyah8442 the look and function are quite similar to Unreal Gold
@@Pete-jn2dh euh epic games still exists
@ kinda I guess
3:55 Neat seeing a crank-operated Gatling gun in a game. However, cutting a window in the drum mag so you can see the rounds and having it still be obviously full when the gun is empty seems a bit... odd. Also, I hope there's glass or clear plastic keeping those rounds in place, because they'd just come flying out otherwise. Wonder if one could make it looks more 'glossy' to make it more evident if that's the case.
1:25 That rifle is firing rifle rounds.... But ejecting Shotgun Shells??? Umm im not the only one seeing that am i?
This is the type of crap that Cave Johnson would advertise as his new product lol.
Cool weapons
miss the flame weapons and energy wespons from the first game
Hopefully they’ll bring those back, this isn’t full game yet
6:13 Cartier make me remember some weapon from Warframe
Flak Cannon skin for Drakgoon and Kuva Drakgoon
Nice sprite graphics
I know for a FACT the pump action shotgun's pump animation is an homage to doom
Can’t wait for the full game
0:26 is that a motherfucking Marathon magnum reference?
Neato guns -- I do kinda wish the 2d sprite for the magazines/ejected shells actually popped out while the reload animation is playing, and not AFTER it finishes. Anyhow, I THINK these devs really like shot-guns, just a hunch.
Ballista?! 8:28
cool audio but idk if it sits with the artstyle
Honestly, not a big fan of the weapon designs, especially compared to the first game. The models are somehow both more detailed AND less detailed than the first game.
Yo it's an ACTUAL GATLING GUN
can you do all the guns of BRM5
GZDoom?
Probably, yes
Unity
Só armas fodas
Yet again, a new indie game falls for the same weapon sound pack... The DB uses that same reload noise that's in countless games (It's in Forgive Me Father or whatever it was called) and the Rifle uses this fire sound that I've heard EVEREWHERE. The Heavy Rifle fire sound is familiar, I've heard it somewhere. The Grenade Launcher uses another stock sound, you know the deal.
Why can't they just... Find another stock sound pack???
Shits fuckin expensive.
Depending on what you want and what you're going for it can be £200 for a single gun lol
these are some cool weapon designs, but the animations are very meh
tks for the showcase.
To be fair, it's a sprite-based game made by (iirc) a single guy
@@zelpyzelp thats not a excuse, sprite games can look way better than this, and ''its just one guy'' is not a justification for his limitations - he should know what he was getting in to.
@RedSemen420 and expect everything to be super good?
Its made by a single guy so of course there will spots where there will be cracks in there
Its not like one man game devs are suddenly maxxed out jack of all trades people
@@RedSemen420 I swear people like you are all the same.
It's always "that's not an excuse" this or "not a justification" that. When developing games can be hard work especially depending on the skill level, knowledge, and experience of a dev. Which can be even more daunting when its all being done by one person. Its not like every dev has their own particular set of skills and limits.
Having limitations is always important, because it always beats being overambitious or overworking one's self.
@@RedSemen420 yeezus calm down dude. This isn't a multi-person team. It's literally just one guy. Not some large crew backed by a large parent company. Making these anims are a daunting and large task especially with these many weapons. Cut the guy some slack.