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gunfight.io


BunBunBun
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Hi Everyone,

GunFight.io - original HTML5 multiplayer game. Select your team Counter-terrorists or Terrorists and have fun!

screen.png.ba002c63b2ff7b6a0851cef8fe832f62.png

 

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Made with: Phaser + NodeJS server framework - custom version of Colyseus

scheduled to add: 
1) Multi-language support
2) May be bots?
3) Mobile device support.
4) More emotions.

Any suggestion and feedback are welcome.

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Looks amazing, tutorial was great.

No one was on when I tried to play but maybe letting players at least move around and aim and fire at stuff while they're waiting would be good, if you have to wait for a set number of players then maybe still let players move around and shoot while they wait but don't register any real shots. At any rate it needs something while you wait for a playfield to populate.

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Great presentation of course, but the gameplay was less than fun given the frequent team imbalance of a drop-in-out io game.

The losing player has the choice: quit the game with no consequence or hang around honourably to keep the game alive and provide cannon fodder to the winning team while having all their defences obliterated to the point of unfair extremes.  In other words the game punishes the good-sport rather than reward them - lol, be ashamed :D of such unfair game mechanics!

Consider having more auto-balancing through automated guns, regenerating shields, chained kills, variable damage, moving shields etc.  Attempt to create outcomes based on accuracy and strategy, rather than brute force team size.

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Wow, excellent game! :)  reminds me a bit of Cabal/Blood Bros.

Two things though, the missile is not explained in the tutorial. And also the aiming mechanism could use some tweaking. I mean for example when you right click with the crosshair on the right-side of the screen, it zooms in it but immediately moves to the right. Would be easier if you could just click to shoot, instead of first right-click then left-click. Can't it just always aim/zoom as long as you are standing up?

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On 26.04.2017 at 11:51 AM, reopucino said:

wow interesting game..

Thank you!

On 26.04.2017 at 0:00 PM, mattstyles said:

Looks amazing, tutorial was great.

No one was on when I tried to play but maybe letting players at least move around and aim and fire at stuff while they're waiting would be good, if you have to wait for a set number of players then maybe still let players move around and shoot while they wait but don't register any real shots. At any rate it needs something while you wait for a playfield to populate.

Thanks! We thought about it, yes, will add it.

19 hours ago, Umz said:

Really good concept. Don't know what made you think of this, but it's a great idea! Had alot of fun playing with a few people, around 6 of us online. This is gonna be a big one.

Thanks! 

17 hours ago, redgetan said:

fun game. i skipped the tutorial the first time, and I didnt realize at first where the enemies are. The enemies on the other side appeared to be on a platform that I had to jump on. 

really fun :)

14 hours ago, b10b said:

Great presentation of course, but the gameplay was less than fun given the frequent team imbalance of a drop-in-out io game.

The losing player has the choice: quit the game with no consequence or hang around honourably to keep the game alive and provide cannon fodder to the winning team while having all their defences obliterated to the point of unfair extremes.  In other words the game punishes the good-sport rather than reward them - lol, be ashamed :D of such unfair game mechanics!

Consider having more auto-balancing through automated guns, regenerating shields, chained kills, variable damage, moving shields etc.  Attempt to create outcomes based on accuracy and strategy, rather than brute force team size.

Interesting idea, we will think how to improve the gameplay. Any ideas of new maps are welcome and ready to listen.

 

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10 hours ago, mightymarcus said:

2) May be bots?

I would do that. You always have to offer a single player option, in my opinion. Should not be too hard to manage.

Graphics are nice. And the multiplayer aspect too. Could really be a nice casual game.

Uh.. well, I guess it wouldn't hurt to add bots. But when the game will be popular - chance online 0 player will be very small.

 

31 minutes ago, BdR said:

Wow, excellent game! :)  reminds me a bit of Cabal/Blood Bros.

Two things though, the missile is not explained in the tutorial. And also the aiming mechanism could use some tweaking. I mean for example when you right click with the crosshair on the right-side of the screen, it zooms in it but immediately moves to the right. Would be easier if you could just click to shoot, instead of first right-click then left-click. Can't it just always aim/zoom as long as you are standing up?

Wow, to be honest haven't played this game. Will check out it! Thanks. :)

Not agree about "Would be easier if you could just click to shoot" - it will break all fun and gameplay.

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Interesting game! Looks great.

Maybe add more some effect when you hit an enemy? I see that there is red blinking but that's not very noticeble an I don't know if I hit him and not someone else. 

Another nice thing would be automatically hiding after shooting if you were hiding before you started to aim. And maybe making pressing Down while aiming not just stop aiming but hide as well. Be I dunno, maybe I'm just lazy :D

Was kind of lost in the factory map at first, aiming in the windows didn't seem very obvious.

Encountered a bug when my cursor became invisible after the game ended and didn't come back, had to refresh the page. 

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> But when the game will be popular - chance online 0 player will be very small.

That's the reason for the bots. It has to become popular for now.

When I play a multiplayer-game and there are no oponents - not even bots - chances are high that I never retry.

But when I see: ah, it's a new game and look, there are some players sometimes (replays?).

So I'll practice in the meantime and check out the controls, before I play against human oponents.

But that are only my thoughts. Maybe I am absolutely wrong.

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21 hours ago, mightymarcus said:

That's the reason for the bots. It has to become popular for now.

When I play a multiplayer-game and there are no oponents - not even bots - chances are high that I never retry

Absolutely agree with you! Waiting for players for longer than 5 seconds makes me quit the game. Game should be played immediately otherwise user is gone. And popularity will fix the problem only partially.

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On 27.04.2017 at 4:22 PM, apanda said:

Interesting game! Looks great.

Maybe add more some effect when you hit an enemy? I see that there is red blinking but that's not very noticeble an I don't know if I hit him and not someone else. 

Thanks! Hm, good idea.

 

On 27.04.2017 at 4:22 PM, apanda said:

Encountered a bug when my cursor became invisible after the game ended and didn't come back, had to refresh the page. 

Probably the game is finished when you look through scope. Fixed it.

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Today we got 100 players online! Very crazy! Considering that we haven't done PR yet. Just post this topic on forum.

Beta 1.06 update:

  • now you can see who killed whom and how. Like in CS :)
  • fixed some bug

In progress:

  • brainstorm of new ideas of maps, if you have some cool ideas - don't hesitate, let us know!
  • bots
  • additional server with US-region
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New maps ideas?

  • Bank heist (like in Payday 2)
  • Shopping mall
  • TV studio
  • Casino
  • Art museum
  • Luxury car dealership
  • etc

 

Also, how about destructable background objects? Like lamps, vending machines, mail boxes etc.

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Brilliant idea!

This game works so well, you can really tell you've spend time and effort on this!

If possible, could you get this to work on mobile, when I first clicked on the link for this game it was on my mobile phone and I couldn't connect. Not even sure if it would as fun on a mobile phone screen though...

 

Once again, well done for showing me how multiplayer games should be done!

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I think there's a bug in the trainstation level. When the train arrives in the middle, you can still shoot down the opposing teams' barricades, the walls they hide behind. I mean if you aim at an opponents wall before the train appears (so you know where to shoot) and then keep shooting until the train moves away again, then that wallpart is gone.

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@Jadegames Thanks! Mobile will be a bit later, we want to make native port. We're taking a look also just using any wrapper. 

10 hours ago, BdR said:

I think there's a bug in the trainstation level. When the train arrives in the middle, you can still shoot down the opposing teams' barricades, the walls they hide behind. I mean if you aim at an opponents wall before the train appears (so you know where to shoot) and then keep shooting until the train moves away again, then that wallpart is gone.

@BdR thanks a lot! really it was bug. Already fixed.

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1 hour ago, BunBunBun said:

@BdR thanks a lot! really it was bug. Already fixed.

ok, my team won a couple of rounds using this bug. :P

Maybe the game also needs some sort way to rebuild your walls? I mean in the trainstation and factory levels, once the walls are gone your team is just sitting ducks.

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Beta 1.10 update:

  • Added additional US-server!
  • Game mode changes. Round is 3 min now.
  • Hotkeys for emotions and radio-messages.
  • Now you see the player name at gunpoint.
  • New emotion (one more dance)
  • Emotions at the end of the round.
  • In the list of created rooms, the round time is displayed.
  • Improved the game finding system.
  • Allowed to move while waiting for players :)
  • Messages connected/discconnected player to game.

In progress:

  • Bots
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On 01.05.2017 at 1:10 PM, BdR said:

Maybe the game also needs some sort way to rebuild your walls? I mean in the trainstation and factory levels, once the walls are gone your team is just sitting ducks.

rebuilding the walls... your team need to prevent this :) may be as idea for next map. we will think.

 

@all does anyone know how fix this issue?

 

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