Been procrastinating and blundering my way through this for a few months, but here we finally go:

About

  • Hard.

  • Each enemy is weak to a specific gun, and you'll need to switch between guns quickly in order to kill multiple enemies efficiently.

  • Each weapon can be obtained before each hold phase at the supply point.

  • The character is balanced for limited ammo, but should also play fine with spawnlocking.

  • Holds are difficult. Patrols in between holds are countless and deadly. Taking too long in a supply point can prove fatal. Enemies with backpacks can spawn in between holds, and have a chance of dropping ammo respective to their weakness.

  • After each hold phase, a boss will spawn and patrol. Defeating the boss will yield an upgraded weapon, alongside some extra ammunition. You can trade in your old weapon for a token, which can be used to purchase extra ammo or health.

Change Logs

1.0.1

  • Bosses should now be harder to stun and won't get suppressed.
  • Slowed down the patrol spawn rates by a little.
  • Added AndrewFTW's KS-23 as a dependency, because the shotgun ammo won't spawn without it. I forgot to do that earlier - oops.
  • Replaced the ghetto Rio Big Bore with the longer barrel variant so that it could actually penetrate armor.
  • Tuned some miscellaneous stuff like target spawns and hold timings.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.