About This Project
Here's a game I worked on a long time ago, but decided not to upload it. EsLa is a reaction game where focus is key. Includes individual levels, multiplayer, and a full-on story mode with a tutorial. Some things to note: Equipping weapons doesn't work. After a match either tap the "Loser!" Or "Winner!" Text to return to the menus. It's almost impossible to beat the Story Mode, and nothing actually happens after you win, besides the satisfaction of beating that last level. Which was probably luck. All graphics made by me.
What's New
Version 1.1 • Updated 9/21/2022
Big update includes better menus, graphics, sounds, and more. Changed the old ugly guns with some new and improved ones! Also payed a bit more attention in the story and added some new guns there aswell. In story mode, each character now has their own face! The face will appear dead if it loses. Some minor sounds when selecting in the menus. Improved multiplayer mode, check it out.
Screenshots
Awards
Level-Up
You released your first project update! Every improvement makes your game stronger.
First Play
Your project earned its first play! Someone discovered what you made—keep sharing and building.
Comments
Fun Game
Ah, using words would be cooler :).
Accidentally submitted my comment.
*Wether the countdown goes up or down doesn't really matter, if that's what you meant. If you play the game "Ready Steady Bang," the countdown is actually simply words. "Ready....Steady.... BANG!"
Thanks! The game is supposed to simulate a typical western movie gunslinger duel. My idea was actually based off of the mobile game "Ready Steady Bang"
I actually might end up making some modes a predictable 3,2,1 countdown. It seems like a good idea.
it doesn't really matter.
Cool reflex game :).
Few UI things:
- The ESLA title looks exactly like your play/shop buttons. This is a bit confusing. You should make it look different, or make your buttons different. It's misleading to the player since they think it's a button.
- When you lose you have to tap the "Loser" text to exit. This is not clear at all. I was sitting there for a few seconds just waiting for something to happen until I randomly started tapping around.
- The timer isn't really predictable. It doesn't feel like one second is passing as it counts down, and on the 3 it is even longer. Maybe for harder modes you can have a more "random" counter, but for easy I think it should use a standard predictable 3, 2, 1.
- Typically the counter goes down then you fire. But I guess this is more of a design decision than a real rule.

