Pistolhand


A top down 3d shooter roguelike, survivorlike, diablolike... with focus on modularity and crowd control. Brandish vvintage springwork armaments in a horror-adjacent setting. Retro low-poly aesthetic included.


Why this?

Pistolhand, in it’s very early form, was conceived as a ‘gateway video-game project’ to finally make a legitimate, small video game with robust mechanics and a functional and fun gameplay loop. My ACTUAL first project, the Cozy 3D Sudoku I do not count as a proper videogame, although it is finished, stable and even fully playable! I also don’t count the Bone Blaster because it is even LESS legitimate that the Sudoku one.

No, Pistolhand is the first true videogame I’ve decided to work on. It belongs to a genre that’s very fitting for the indie space - a roguelike. Building a roguelike also helps avoid focusing on those parts of a video game which are particularly difficult to handle when you’re working solo: story, voice acting, level design, music. It can be made as simple or as complex as you’d like, and both simplicity and complexity can work in a roguelike and not prevent it from being unique and/or fun. It is a project that I can CONCEIVE of finishing, partly because there are several ‘cutoff’ points at which I can decide “alright, that’s enough stuff to put into this game, so even tho I planned more it will work perfectly fine with this lesser amount of features”. Also, unlike several others ideas I have (among which are minecraft-clones, city managers, colony managers, action adventure games with sprawling storylines, yada-yada) the Pistolhand ACTUALLY has a REAL CHANCE of being finished by such a goof like myself. Even tho it is taking IMMENSELY too long to even produce a prototype of it mostly (because how much I struggle with coding, or even more than that - inventing systems and structures for the game to scale well).

About

Pistolhand is going to be a rogue-like diablo-like that is structured like a survivor-like but with a more emphasis on properly controlling the character, abilities, evasions and managing the crowd. Also it is built around ranged weapons (hence the name), however it’s melee-oriented counterpart may come out after?

I have a Playlist made solely for this project on my Youtube channel dedicated to devlogs. I update it whenever I reach a milestone in my development, however my devlogs are always 1 step behind the actual development state, so keep that in mind.

Pages related to Pistolhand project

Below you may find a list of pages that are tagged with ‘Pistolhand’:

Post-Scriptum

Uhmm…