
It’s challenging, but not frustrating, partly because it’s so much fun, but also because if you die you get to watch the henchman that shot your vibing along to the thumping electronic soundtrack. The result is an adrenaline-fuelled run ‘n gun FPS that looks, sounds and plays like a dream.

It introduces new weapons, new levels, new kicks, new songs, new enemy types, kickable explosive barrels and even some tiny little squishable roaches. The previous game jam build of ANGER FOOT was a hell of a lot of fun, and the latest build turns things up to 11. You can only take one or two hits in quick succession before you die so you need to keep moving and eliminate your enemies fast. You can pick up and use a variety of weapons, but your foot is perhaps your best weapon, able to kick down doors, knock objects through the air and send enemies flying. I wish more games would give the rule of cool more power.ANGER FOOT is an adrenaline fuelled door-kicking, face-stomping FPS that plays a lot like Hotline Miami, but in first person, with lots of fun physics-based carnage and a lot more kicking!įeatured on Alpha Beta Gamer last year when it was a Game Jam Prototype, ANGER FOOT is an incredibly fast, fun and brutal run ‘n gun FPS where you kick and shoot your way through a goon-filled apartment block. There's just too few games that ditch realistic graphics/settings and just let creativity go wild like this. I also really appreciate the quirky style and goofy humour.

(though the Uzi's sound could use a little more punch, like the other two have). That shotgun feels AMAZING even though it's the least efficient of the bunch and the bang of the pistol is just right. ever, until they're all dead!Īnd man, do you make guns feel good. It tells me that we are on the same page about when this game is at its best: when you play fast and furious and absolutely will not stop. Every level flowing so perfectly buttery smooth, allowing you to push forward near constantly like the unstoppable object you are meant to be and whenever there would be too many enemies in a room, there's always some explosive or an Uzi user strategically placed to still enable that aggressive push. The Steam demo however cuts out all the drag and delivers only the finest turbo-violence racetracks. Some too complex levels that turn into puzzles to figure out an efficient route, some have too many enemies in a room that force you to play too defensively, some drop in enemies at a too slow rate, making you pace around a room for too long. There's lots of things in the removed levels that really seem to kill the flow.

I've only played the demo on Steam, but the more I see of this old prototype, the higher my hopes get for the future of this game, because you guys seem to really understand what works and what not.
