This the second in a series of posts about the weapons in Ironguard where we’ll take a quick look at 2-3 weapons from the game & explain their primary and alternate fire modes. At this stage in development we have 7 weapons implemented with another 10 planned for the full release.
A powerful long-ranged weapon, but you’ll have to wait for it to return to you before you can throw it again.
Primary Fire: A fast moving projectile which pierces enemies. Bounces off the environment and returns to the player. The chakram is not usable until it returns.
Alternate Fire: The chakram spins in front of the player, reflecting any enemy projectiles. Pressing the fire button a second time will unleash a powerful beam from the chakram. You can even switch weapons while this shield is up.
A short-range weapon which deals a lot of damage but comes at the cost of heat-management.
Primary Fire: Heavy damage over time a short distance in front of the player. Accumulates heat over time. If the flamethrower overheats, it becomes unusable for a short time.
Alternate Fire: Launches a fireball which explodes on contact and leaves a patch of flame on the ground. Immediately overheats the flamethrower.
A melee-range weapon which has the added benefit of reflecting enemy attacks from the front.
Passive: While the shield still has energy, enemy attacks from the front are reflected. Each reflected attack consumes some energy; energy replenishes passively over time.
Primary Fire: A very short range shield slam which consumes some of the shield’s energy.
Alternate Fire: Completely depletes the shield’s energy to unleash a massive shield burst which has a much longer range and deals more damage than the primary shield slam.