At first glance, Terri Vellmann's Heavy Bullets might look like
your average shooter-meets-indie. The first-person gameplay
functions exactly like you’d expect, and the aesthetic is
definitely the super-polygonal stuff we’ve come to see from many
small teams.  Heavy Bullets charm doesn’t come through in
screenshots, though. The title eschews the speed-heavy bent of
so many modern shooters by infusing elements of the now-
prevalent rogue like movement.  Players start with six bullets,
which can be recovered after discharge (even if they destroy an
enemy). The game only has eight levels, and it’s possible to get
through them quickly once you understand the title, but the
learning curve is steep.  Erasing years of run-shoot-die-respawn
thinking takes a bit of time, and until you do, you’ll find
yourself staring at the Game Over screen often. Because Heavy
Bullets’ levels are procedurally generated with a variety of
enemy types, taking things slowly is the smartest course of
action.  Peeking around corners to see