Lethal Paycheck
Very early prototype of my run-and-gun game!
Controls:
(Note that can these can be rebound at any time in-game with the settings menu)
Layout 1 (Arrow + ZXC):
Arrow keys: Move
Z: Shoot
X: Jump
C: Roll
Layout 2 (WASD + JKLM):
WASD: Move
J: Shoot
K: Jump
M: Roll
Layout 3 (WASD + numpad):
WASD: Move
Numpad 1: Shoot
Numpad 2: Jump
Numpad 0: Roll




| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 4.2 out of 5 stars (5 total ratings) |
| Author | LuizZak |
| Genre | Action |
| Made with | Godot |
| Tags | 2D, Arcade, No AI, Pixel Art, Retro, run-and-gun, Shoot 'Em Up, Side Scroller |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Joystick |
| Content | No generative AI was used |
Development log
- Adding Background Music!Jun 02, 2025
- Controls rebinding and pause menu!Apr 07, 2025
- A boss appears!Apr 04, 2025
- Roll tweaks and Drone convoysApr 02, 2025
- Arrival of DronesApr 01, 2025
- Quick Settings MenuApr 01, 2025
- Helicopter tweaksMar 31, 2025



Comments
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A lot of real work has gone into this. I think development has been abandoned, but I still wanted to post some feedback.
Unless the goal is to make a game harder than *Metal Slug*, I find the enemy projectiles far too fast and visually small. Not only are they nearly invisible, but they also move at high speed.
The roll mechanic, which grants invulnerability, is a nice touch but isn't really usable for the reasons mentioned above.
The game speed could be bumped up slightly—say, to 1.25x (though you'd need to keep an eye on the speed and visibility of enemy projectiles).
I made it all the way to the boss and finished the game.
Personally, I’d prefer the auto-fire to be a bit faster, though I can see the logic behind an automated assist being slower than manually spamming the fire button.
In short, this could become an alternative to *Metal Slug*, but it still needs quite a bit of work. The genre isn't dead; players are waiting for new titles, but they rarely come along.
Thanks for the feedback! Development hasn't been abandoned, it just takes a long time to work out sprites and backgrounds all by myself, it's still actively being developed behind the scenes almost daily, there's new levels and control reworks being made as well to fix some outstanding pain points I noticed new players have with the Metal Slug control scheme, mainly aiming down as well as running forward while aiming backwards (think Metal Slug 3 first boss). That may involve changing the control scheme altogether, which is a tall ask for MS fans, but may be a necessity for introducing new players.
About the projectile speed/visibility and overall pace, I'll keep that in mind for sure, it may come with the next resprite and new level update that may come along some time in the future.