The Shop(https://i.imgur.com/F6kahHS.gif)
The Shop is the main element of the mod that players will be engaging with between rounds, here players gear up on weapons, armor, and their special pool of abilities using credits earned from the previous round. you'll be visiting this often as you stock up, upgrade your weapons, or restock after a death as dying costs you your weapon.
Abilities(https://i.imgur.com/puye022.gif)
These are what makes each class distinct from one another, Abilities are finite use tools/techniques/casts/whatever that each player stocks up on between rounds, giving them the means to control the map, navigate it, hunt for players, or create ideal conditions for gunfights amongst other things.
Weapon Drops and pickups(https://i.imgur.com/uiYK1E1.png)
A key part of the game's resource management is the ability to pick up dropped or discarged weapons from enemies and allies alike. This plays a significant economy role as you can pass weapons onto teammates or wipe out an enemy with a stronger weapon than yours to get it for free.
Light Gunplay Elements(https://i.imgur.com/PDJxWiO.gif)
In an effort to make the mod pace more like a tactical shooter, weapons posses mild gunplay mechanics reminiscent to those games. given the nature of 8bdm and it's visual style and hitboxes, the game doesn't demand the most absolute precision from players, but gun control and movement are still key to ensuring that you land your shots and maximize your damage.
The element in play include:
~Upwards Recoil
~Vertical Recoil
~Headshotting for extra damage
~Spread and bloom
~Move Error (moving and jumping worsens accuracy)
~Firing movement speed
~Weapon Holding speeds
~Equip times