Ironguard is a fast-paced roguelite shooter with procedurally generated levels and a wide array of unique weapons and items. For Ironguard, we tried to focus on making our weapons and items fun and interesting; we've foregone the usual roguelite approach of having a single, simple weapon which is buffed over time with a variety of passive stats & effects.

Post news Report RSS Weapons of Ironguard - Round 2

Another quick look at the weapons in Ironguard - this time we're checking out the Chakram, Flamethrower, and Plasma Shield.

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Before we get on to the weapons, I'd like to point out that we've just gone up on Steam Greenlight. If you like what you see, please consider voting for Ironguard, thanks!


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.

Chakram

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.

Flamethrower

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.

Plasma Shield

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.

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