Update 0.1.2 Is Live!

Fingerbang: All Bullets Pointin'

Fingerbang: All Bullets Pointin' is a fast-paced FPS inspired by both retro and modern FPS games. Fingerbang combines elements from each in order to create a mix of its own, with a scoring system added on top to gauge your performance through the different levels.

[h1]Patch 0.1.2 Notes[/h1] [h3][b]Hello![/b][/h3] This is our first patch of the year, introducing some major changes to the way the "Red District" level plays out as well as some general and quality-of-life changes. Some of these changes may require some future work, and as per usual we welcome any and all feedback! You can find the exact list of changes below: [h3][b]General Changes[/b][/h3] [list] [*] Changed the UI to allow for previously unaccounted for resolutions and aspect ratios (do let us know if you run into issues with this!) [*] Performance improvements across the board, primarily in "Red District" [*] Added new sprites for enemies shooting blue projectiles [*] Added checkpoint functionality, currently only in the "Red District" level [*] Added a "Retry" button to the death screen, visible when a checkpoint is active [*] Changed lighting rendering type [/list] [h3][b]Gameplay Changes[/b][/h3] [list] [*] Slightly increased Berserk attack range [*] Changed Berserk heal to feel smoother [*] Changed powerup behavior to disappear when picked up (some may respawn after a delay) [/list] [h3][b]Level-Specific Changes[/b][/h3] [h3]Training:[/h3] [list] [*] Doubled boss door opening speed [*] Changed sprites for blue projectile enemies [/list] [h3]Red District:[/h3] [list] [*] Major overhaul to level progression [*] Added new level geometry to several locations [*] Changed existing level geometry in a few locations [*] Adjusted requirements for progression to accomodate changes [*] Adjusted rank requirements to match the new design [*] Added new guiding elements to better highlight boss location once unlocked [*] Fixed a hole in level geometry allowing out-of-bounds access above the hangar [*] Added disco lights to a private party [/list] [h3]Red District - Boss:[/h3] [list] [*] Added a checkpoint to the hallway before the encounter [*] Doubled the boss door opening and closing speed [*] The boss can now be damaged with parried projectiles [*] Added new lights to better signpost the mechanics of the encounter [*] Added health pickups to the boss arena to give players a second wind [*] Added a new sound effect to indicate invulnerability [/list] A quick note regarding the checkpoint system: the game currently does not track player deaths in any way, nor are checkpoint restarts penalized in any way, although the damage taken during attempts will still be calculated as a rank penalty. This will change in the future, but for the time being, feel free to enjoy the penalty-free checkpoint restarts! [h3]Nightmare:[/h3] [list] [*] Changed big enemies to better indicate that they are indestructible [/list]