BEST PLAYED WITH FULL VOLUME AND HEADPHONES (r.i.p.) Actual Instructions: Joystick to move, aim by tapping on the screen (not the joystick). ============ Weapons (buttons on the bottom and information) ============ Pistol: 1 low damage, high accuracy, speed, and random crits, fire rate is however fast you can click (good for beginners and normal enemies) low dps Rifle: 2 high damage and rate of fire, medium accuracy, speed, and random crits (pretty mid) high dps Sniper: 3 VERY high damage and accuracy but low random crits, speed and fire rate (good for dealing damage/bosses) high-ish dps Submachine Gun: 4 low damage, accuracy, range, and random crits but VERY high fire rate and high speed (good for basically everything) highest dps(close range) glorified confetti (long range) Shotgun: 5 high damage, medium accuracy, speed, and random crits, but low fire rate and range, if shot from farther away it cripples enemies (good for normal enemies and bosses) medium dps(close range) literally no dps(long range) =========== Extra Info =========== Running into either the top right or bottom left corners helps waves go by faster (idk why) This game is very gimmicky and can't rely on a sustainable strategy. It's best if you react to things immediately. In hard mode, if you shoot for too long you have to reload but since I hate you I'm not telling you how much ammo each gun has. Bosses have a mini health bar that means it will keep doing its special attack until it gets depleted. Different guns do different damage to this health bar but I'm not going to tell you. Fireballs (the red ones), spray fireballs (the yellow ones), and stun fireballs (the purple ones) can all be destroyed by shooting them. All hard mode does is give enemies more health, makes the flashlight dimmer, and make you reload. This game actually does run on statistics ============== Statistics (for you sweaty nerds) ============== Pistol: recoil 5 steady 10 pushback 5 dmg against bosses 2 dmg it takes for a green 3 dmg it takes for a red 5 dmg it takes for a purple 4 Rifle: recoil 10 steady 10 pushback 7 dmg against bosses 5 dmg it takes for a green 2 dmg it takes for a red 4 dmg it takes for a purple 3 Sniper: recoil 20 steady 20 pushback 15 dmg against bosses 50 or 75 everything else 1 Submachine Gun: recoil 12 steady 5 pushback 3 dmg against bosses 2 or 0.5 close range: dmg it takes for a green 3 dmg it takes for a red 5 dmg it takes for a purple 4 long range: nothing Shotgun: recoil 20 steady 5 pushback 20 close range: dmg against bosses 25 or 50 everything else 1 long range: glorified confetti what're you doin here
This game was first started by my friend, and I started helping him with it so much that when I ask, "What do you want me to add to your game?" he's like "Idk it's pretty much your game at this point." Music: Good Boy Song: Kokiri Forest Theme - Ocarina of Time OST Boss Music: i made da moosic