No Quarter
Tyler Funk: Project lead, core gameplay, main controls, weapon bob, step sounds, low health heartbeat feedback, teleport sound, main weapon features (scattershot, ricochet, rapid fire), store UI, outline shader effect, hub scene, occlusion culling, player death, settings persistence, menu font selection, gamepad support, custom sliders, assorted integration, html5/webGL related support fixes, minor optimizations
Ian Cherabier: Charger enemy AI, navmesh integration, AI wander behavior, AI line of sight and facing limitation, enemy, destruction effect, ranged enemy support, enemy spawn fix, explosion and laser sound, player hurt sound, damage feedback effect
Anna Rossetti: In-game health and other stylized HUD, healthpack functionality, player health system, mousewheel weapon change, different reticle per weapon, dash recharge, UI-related bug fix, healthbar animation
Christer "McFunkypants" Kaitila: Skullboom arena level, baked lighting, material palette, low poly environment primitives, floorboards/trim/beams, player speed tuning, jump pad zones, input refactor, coin/click/tick sounds, shot trails, main menu polish, screenshake
Gabriel Cornish: Small enemy models (charger and second ranged), robot skull decoration, ice elemental gun, portal model
Jeremiah Franczyk: Facing Portals level, fire element sound, jump tuning, jump sound hookup
Simon J Hoffiz: Soundtrack (Arena and Dubstep)
Charlene A.: Ice projectiles with trail, fire gun, fire bullet
Cassidy Noble: Player gun model, large enemy robot model
Barış Köklü: Player jump, currency system, save/load functionality
Ben Stone: Main menu UI, camera alignment improvement
Audrey Margolis: Portal (including ripple effect and teleport functionality)
Jeff "Axphin" Hanlon: Health pick up model
Michael "Misha" Fewkes: Basic projectile sounds, audio manager, gunshot integration
Luis Montaña: Pause menu with immortal mode and fire delay options

Comments
Log in with itch.io to leave a comment.
Cool art style and movement system! Really caught my eye when I saw the animated gif on your devpod site so I tracked it down (wonder why there's not a link here from that gif tho). Appreciated that you made something web-playable because it was easy to jump in and give it a shot. Must have been fun to work on this!
Jumping around at obscene heights and multi-dashing to land on various platforms while dealing out destruction is a really fun-sounding concept. I can IMAGINE this game as an awesome flow-state robot-smashing adrenaline-fest.
So there's a lot of cool raw pieces here, but they didn't quite come together to force me into that awesome fun I can imagine. Enemies are a bit too easy to game, their lasers don't seem to actually hit me, and there's kind of a tension between the movement sysetm wanting me to fly around as a whirlwind of destruction, but the 6-shot tankiness of the enemies wanting me to stand still and methodically work them down.
You got enough done here that I had some fun banging around and could really imagine that awesome experience it could grow into. Nice project!
Edit: wow just saw the short devtime on this, impressive amount done!
it does get very laggy when going into the actual arena. Possibly the amount of particles being used, but it is difficult to play and watch my own gameplay.
Very fun project to work on. :)