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Cogs And Cowboys Activation Code Free

Cogs And Cowboys Activation Code Free


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About This Game

The wild west just got a lot more wild.

Fight off steam-powered machines literally bent on destroying you. Use your arsenal of modified western weapons to fight back, using abilities such as shields and slow motion to get the upper hand. Use Room-Scale VR to duck and dive behind cover (you may even find yourself rolling and army crawling around to avoid fire). The weapons at your disposal range from scoped revolver snipers to gatling rifles.

Current Progress

  • 6 varied weapons - Double Barrel Sawed Off Shotgun, Lever Action Rifle, Gatling Rifle, Scoped Revolver Sniper Rifle, Heavy Pistol, Rapid Fire Pistol
  • 2 Abilities - Wrist Shield (expands when activated, recharges after taking too much damage), Slow Motion (Dodge enemy fire and line up your shots)
  • 2 Enemies - Small Grunt, Large Golem
  • 1 Location - Town Main Street

Work in Progress

  • More Weapons - At least 3 more weapons, 1 pistol and two shotguns, as well as throwables like dynamite, knives, and tomahawks
  • More Locations - Moving train (fight off steam-powered bandits), Large cage dome (captured by the machine leader, survive as long as you can. May have VS multiplayer later as well)
  • More Enemies - New enemies for each location
  • More Abilities - Based on locations
  • Revision of Current Assets - Making the weapons and scenery look more steampunk

Development/Community

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Title: Cogs and Cowboys
Genre: Action, Adventure, Early Access
Developer:
MostWanted Game Development
Publisher:
MostWanted Game Development
Release Date: 10 Aug, 2016


Minimum:

  • OS: Windows 8
  • Processor: Intel® i5-4590, AMD FX 8350 equivalent or better
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce GTX 970/AMD Radeon R9 290 equivalent or better
  • DirectX: Version 11
  • Storage: 2 GB available space

English




https:\/\/youtu.be\/ZcTid2Jtmws<\/a>

A prime example of a title going EA too soon.

Was disappointed when I thought it was free. After remembering that I paid $5.99 for it. Getting out of the game to see a dev console covering 1\/4 of the game window was not a happy moment. Granted I could have closed it but there's no indication that it's there inside the game and it didn't pop up until after I put the headset on.

Overall, this game is not in a state where it should be in EA yet much less should it be charging for the experience. I get that EA titles should be buggy but this isn't a release candidate build it's a dev build. Something I would run locally to test, not release to the public. Even as an 'EA' title.

Focusing solely on the working wave shooter gameplay:

The weapon swap system is awkward and clunky.
The weapons themselves didn't feel good. It didn't feel like aiming was something I should take the time to do. It felt like it rewarded spray and pray more than accurate shots.
It also felt like there was artificial accuracy rather than my own accuracy being the only factor.
Weapon instructions provided as tool tips were inaccurate.
Music setting does not appear to be maintained in the survival main menu.

The fast and frantic gameplay was enjoyable once I dropped trying to use any of the other weapons aside from the six shooters. It also gets points for an Exit to Desktop button instead of making us force close like a good number of other titles.

It's not an outright bad wave shooter if you can overlook that it was released too soon however...

It's hard to overlook the faults when it's currently in the mid range as far as pricing for these games go. It's got a nice premise, even if it is an over saturated wave shooter, but it's been released to the public faaaar too soon.. The game is pretty fun already, but it could use a couple of tweaks. To me, it felt like the time between pulling the trigger and the gun actually firing was too long. There's this slight delay which often resulted in me missing shots. It's like you have to lead your targets even though they're 10 feet away from you and you're shooting lightning. That just felt very off to me. The rest of the game is cool, though. The enemies look\/move well, dodging the projectiles from the larger enemies feels awesome, and the game has a lot of polish\/runs well with a decent set of options and settings. Worth picking up for the price, but not perfect.. I know it's early access, but so are most VR games. Yet, this one is still less fun and less polished than many others.. Great fun, and the dev is very active and open. I was ducking, crawling and rolling all the time, popping up to take shots in slow motion. The weapons are pretty cool, though they could use some refinement - they're sometimes not reliable. I was able to fan-fire the revolver, but it was really hit or miss - sometimes it worked flawlessly, other times it didn't work at all.
The first update was also just released, though I haven't tried it; It features a teaser for the upcoming story mode, among other things. I would definitely recommend this game for the low price.. Hi,

First of all, a good start for an early access game.
here are my suggestions\/notes for future updates based on the first try of the game:

- weopon sound doesnt fit the game. I would expect having something more powerfull\/smoother relying to the weapon-sound that shows "hey, ive got a gun! Currently it feels like a 8bit sound-compilation.
- for myself i feel like some weopons miss a reloadsound, eg sniper or the double barrel needs an additional sound when ammo is "getting back"
- personally i dont like to drive around the trackpad to reload a weopon (it always gets annoying when the game has reached a specific speed level)
- when the music\/sfx volume is being reduced (out of the game) and the game has been restarted, the first couple of seconds are on a wrong volume and gets lowered afterwards.
- the weapon-menu ... well, for now i cant say whether i like or hate it :). only noticed when i had my arm reached during the fight, choosing a weopon is not a good idea as the menue is being put a short distance off which means i need to reach my hand further or get it back and reopen the menu. maybe you can balance it a bit.
- weopon damage needs small balance-update
- weopon aiming seems a bit broken (especially noticed within the sniper)
- to have an option to set the weopon angle would be great
- global leaderboard missing - you already said its on the run :)
- power ups would be great like (laserpointer, health recovery, autoreload, semifire and something like that)
- bots could need a smoother moving
- a radar which shows spoted enemys would be helpful especially on higher waves
- getting close to an enemys shot that puts you under slow motion feels pretty nice (like it is SpacePirateTrainer) or even reduce the bullet-speed. its not that easy to to evade (or is it just me?)
- how about dynamite!!! (hey we are cowboys :) )
- honestly i thought to have enough space to play but this game tak...



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