THIS IS MY BOOMSTICK!

In the indie games scene, procedural generation and rogue-like elements seem to be the golden formula one strives for. I can’t tell you how many games I’ve heard about with those two buzzwords attached, butMothergunshipis just another to add to the list. In a very awesome twist, this game decides to not take itself seriously and allows the players to create custom guns with a system similar to LEGO bricks.

Speaking with Joe Mirabello from Terrible Posture Games, he said the whole idea behindMothergunshipwas to give the player as much freedom as possible. He doesn’t like how rogue-like games with crafting elements end up being about exploiting gameplay systems instead of showcasing the creativity of the person behind the monitor. In an effort to let players not only make broken weaponry, but express what their personal playstyle might be,Mothergunshipaccomplishes that with gusto.

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The story is, essentially, you’re a dude in a mech suit being commanded by a frog that suspiciously looks like Slippy Toad, and you’re trying to stop an alien invasion in the most ludicrous way possible. Why stick to conventional guns when you may just craft a minigun, rocket launcher, mine thrower and lay waste in seconds?

Well, something as powerful as that comes at a cost. The big hook withMothergunshipis that anything you add to your weapon will draw on a power source for that particular gun. you may’t just have sixteen different barrels on your firearm and expect to hold down the mouse button. The more you add on, the more your gun will burn through your energy and the longer you’ll need to wait for it to cooldown. At least you can hold a gun in each hand, meaning you can alternate between super death and regular death to balance out your power meter. The only requirement is that gun barrels point forward, but otherwise you’re totally free to concoct from insane firepower.

The ghost at the end of the hallway

Guns aren’t the only thing that can get absurd, though. The most noticeable element from the PAX demo was a form of gravity boots. You start off with a triple jump, but you can find power-ups in the game world that could theoretically let you jump 100 times in succession. You’ll become Icarus, just you’ll be able to blow up the sun.

As for how the rogue-like elements come into play, death means you’ll restart from the beginning of the journey, butMothergunshipdoes feature a progressive unlock system. You’ll earn XP that you’ll then be able to spend when restarting the game that helps you unlock better weapons or armor from the jump. I could see that being useful, because I did die a few times going through this preview build.

Picking up the smiley face post-it off the broken mirror

The level design is also procedural, though specific events will have curated rooms for you to explore. Boss battles are all handcrafted and the one in the demo took place in a long, cylindrical hallway with floating platforms. There were even jump pads, which reminded me a lot ofQuake, though access to quadruple jump kind of negated that.

While going through the main rooms, you’ll happen upon alternate routes that will allow you to gather more supplies and upgrades. In addition to gaining XP for killing enemies, you’ll also accumulate currency that can be spent at shops. What’s on offer will range from health and defense bonuses to more gun parts that you can immediately equip. I’m sure the various gun pieces will also be available there, but this demo gave us access to literally everything.

John and Molly sitting on the park bench

The demo was fairly short, so I didn’t get a good fix on what the enemies will be like. Most of what I fought was just turrets and robots, but I would imagine there is some form of organic aliens you’ll be facing. The AI isn’t particularly good and you can even manage to make turrets rotate to shoot their friends, but the handling feels pretty smooth.

My biggest problem was mostly how little feedback you get when taking damage. It was kind of hard to figure out where I was being shot from, even while wearing headphones. The screen uses that typical Unreal engine blurring effect to highlight which direction enemy fire is coming from, but I couldn’t quickly discern what that was relating to.

Close up shot of Marissa Marcel starring in Ambrosio

I’m also not sure how I feel about the procedural maps, because they all looked pretty damn similar. For some reason, the gunship I played on had lava running through it, but basically every room had a bridge in it. One room even had three bridges, which is a bit confusing for a spaceship that is supposedly small.

At the end of the day, however you feel about rogue-likes and procedural maps will probably paint your perception ofMothergunship. It runs smoothly, looks decent enough and has a totally bonkers gun creation system, so I could see people getting involved in this. I’m not sure I can deal with yet another rogue-like title, but the charm of having a quintuple barrel shotgun is certainly appealing.

Kukrushka sitting in a meadow

Lightkeeper pointing his firearm overlapped against the lighthouse background

Overseer looking over the balcony in opening cutscene of Funeralopolis

Edited image of Super Imposter looking through window in No I’m not a Human demo cutscene with thin man and FEMA inside the house

Looking at the ghost of Jackie inside the lighthouse