Heavy Bullets, while bearing the aesthetics of just another first-person shooter, is quite unique. Sure, you point a gun at things, shoot said things, and watch them die, but one-man developer Terri Vellman has added a fair number of wrinkles that make his game stand out. The question, of course, if whether they are valuable additions.
Entering Early Access on Steam just a couple weeks before E3, Heavy Bullets now has a website replete rather descriptive copy, not least of which includes an incredibly inviting tagline: “Armed with a simple yet stylish revolver and six devastatingly plump bullets, you must reset the security mainframe to restore order and reap the rewards of a job well done.” In reality, you wander through procedurally generated levels with a gun that can only ever fire comically large rounds.
The thing, however, about these bullets is that they are retrievable, which is good because for much of the game, you’ll only ever have six of them. Once expelled, they’ll happily bounce around until you go and pick them up—or abandon them in favor of living to fight another day. This adds a fantastic turn to the traditional FPS where straight dumping often serves you better than precision aiming.
Outside of that, everything about the game is randomized. You’ll wander overwhelmingly tall 80s neon walls in an effort to reach ladder after ladder over the course of eight levels, the internal structures framed as a maze with locked doors, turrets, and strange enemies all intent on stopping you. From the layout to the turret rotation to the enemy placement, it’s all random, feeding into the roguelike appeal of permadeath.
And you’ll learn about death quickly if you don’t have quick and deliberate aim. Most enemies go down in a single hit (there are bosses out there) which makes the straightforward chargers easy to dispose of, but the turrets require faster reaction time and the snakes require greater awareness. I’m pretty sure I was bitten by every snake I encountered. Those assholes.
Throughout the levels, you’ll find various kiosks. Some are banks and some are vending machines, dispensing health and upgrade items. The banks allow monetary carryover between lives while the upgrades allow you to modify your mechanical and simplified play. For instance, a spiked helmet counterattacked anything that made contact with me. Running shoes most obviously boosted your walking speed. And by purchasing (or finding in a chest) a backpack, you can carry two upgrades.
While still in Early Access and under development, there are obvious concerns for the game. Most notably, it’s a tad repetitive, relying on the singular bullet retrieval shtick far too much. Visually and mechanically, it barely lasts even the short eight levels. This holds especially true of the artistic design, which is intriguing as a polygonal throwback, but becomes tiring as all you see are pink, blue, and turquoise walls.
I will say, however, that combat requires a concerted effort and vigilance that evokes a familiar sensation akin to playing Receiver, a game Vellman heard about only after going into Early Access. And when you are in a room full of chargers and turrets, dodging bites and bullets while trying to collect any of your six expended rounds, it can be a titillating experience.