Lightspeed Gunner
Inspired by games like Megaman and Sunset Riders, and the aesthetics of cyberpunk media like Blade Runner and Ghost in the Shell, Light Speed Gunner is a platformer shooter in a cyberpunk setting.
You play as the titular Light Speed Gunner, hunting for bounties in the crime-filled streets of Proxi City. The game features four different levels each with their own unique bosses carrying their own distinct arsenal.
Controls
- W,A,S,D / Arrow Keys - Movement/Aiming
- J/Left Click - Shoot
- Spacebar - Jump
- Right Shift / Double tap movement - Dash
Credits
- Code, Art, Music - RetroVII
- Thaleah Font - Rick Hoppmann
Background
If you're curious about the development of this game (why it was created and some changes throughout its development), you can check out this blog post and this devlog thread I created for the development of the first build.
Possible Updates
I still have a couple ideas for this game which I may or may not add in the future:
- A fifth boss
- Lengthen some level durations.
- Gunner projectile upgrades.
Soundtrack
If you're interested in the whole soundtrack, you can listen to it here.
Install instructions
- Download the zip file
- Unzip it
- Among the unzipped files, find "Light Speed Gunner.exe" and run it to start the game
Comments
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after playing the first level for a week I can comfortably say:
the music rocks
the level difficulty on the first and second stages is balanced for the game that it is {I cant say anything about the others haven't beat there level part of the level yet}
and the great hair gremlin is really fast
also were can I get the soundtrack
Hi again, Glad to hear you loved the music! I’ll try uploading the soundtrack on SoundCloud probably. I wasn’t really sure of putting it out since most of it were just a couple loops I made with LMMS 😅 but I’m happy and flattered that there is a demand.
And yeah there is quite a difficult spike for the other two levels.
For “the great hair gremlin” did you mean Dynamite Dan? It’s a little unreadable I suppose due to the glitching effect 😖 but the name of the bosses can be seen on the level select screen. He was actually slow at first but again the fear of the game being too easy got the best of me and I made him move faster 😅
Anyways, I appreciate the comment and I’ll be uploading the soundtrack soon!
I actually just realized you can read there names, and ya dynamite dan was kinda a jerk
but managed to beat him so yay <:
and pllllleeeaasseee put out the soundtrack its actually really good
Hello again! I just posted the soundtrack on SoundCloud, you can listen to it here
hard
Hi, I was a bit afraid of the game being too easy so I may have adjusted the difficulty a bit too much 😅 plus I wanted to capture the difficulty of the old arcade games as well so there’s that too. But are there any specific levels you find too difficult? Or is it just all of them? So that I can tweak the difficulty of the game. Thank you!
it definitely feels like an arcade game, also it might just be my skill issue
I havent been following the devlog much so please tell me if the things I mentioned have already been talked about.
Will you add more control options?
I would like this As I don't like right shift or double tap to be the "dash"
I would rather have mouse right click on mouse to be the dash because using right shift feels uncomfortable when I have to use 'J' to shoot as well. Also double tap feels weird to execute, sometimes I even accidentally double tap making me dash for no reason.
Also why didn't you mention that using mouse left click works for shooting as well?
Will you add camera controls?
Camera controls would benefit me, as I hate games that have the camera move wherever you aim. I like more static cameras.
There's much more I could say about this game like the level design, but overall I plan on playing more. Hopefully you put these changes in, but it's ok if you don't wanna work on this game anymore. Happy to follow your channel.
Hi, thanks for the comments I appreciate it! Yeah, I can try working on the custom controls and the fixed camera (probably add an option to toggle it). As for the left click, I simply forgot 😖, the J key was the intended fire button and it’s what was more comfortable for me during my testing so it’s what I indicated on the controls. But yeah I’ll probably be adding your recommendations hopefully within the next month or two so stay tuned!
Hi again, just an update. I tried adding a fixed camera option but unfortunately there are sections in the game where you need to look down in order to maneuver properly so I decided to just not add the option. However, to sort of make the camera less confusing, I removed the camera panning up when you aim up. So hopefully it makes the experience better.
As for the rest of your feedback, I have still yet to add the custom key binds as I still have to learn that but I may just remove the double-tap to dash or just change the overall control scheme next update.
thx :3