this post was submitted on 25 Aug 2024
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[–] captain_aggravated@sh.itjust.works 29 points 3 weeks ago (2 children)

Indiana Jones carries a revolver and occasionally uses it, but yes Indiana Jones isn't a story about a gunman. The way I would implement the gun mechanic in an Indiana Jones game is give him limited ammo, maybe 6 to 12 bullets, and few opportunities to restock. Indy should defeat enemies either by setting off traps/environmental kills, fisticuffs, or with his whip, with his gun as a weapon of last resort. Also, there should definitely be moments where the player feels like a genius for remembering he has a gun.

[–] Kolanaki@yiffit.net 6 points 3 weeks ago

Ghost of Tsushima style stand-offs, but when the bad guy does his flashy come out, Indy just shoots him. Just like the movie.

[–] Xanis@lemmy.world 1 points 3 weeks ago (1 children)

I agree. Though have a random small chance of the gun disappearing when you go to use it, with dialogue.

[–] captain_aggravated@sh.itjust.works 4 points 3 weeks ago (1 children)

Don't do it randomly. Either design sequences where Indy is disarmed, or actually embrace the 6 bullets per level idea, don't puss out and leave bullets just before every conceivable thing Indy might shoot. Make every encounter doable with the whip/fists/environmental stuff, but make shooting something a very cool way to handle certain situations for players who conserve their ammo.

[–] PenguinTD@lemmy.ca 1 points 3 weeks ago

One of the old Indy adventure game(Last Crusade) have that branch where you can shoot, fight or work around the airship boxing champ.