Turbo Overkill is a first-person shooter of modern, fast-paced shooters. It’s quick, gory action and intense, neon levels ripe for damage, the video game is getting into Early Access in a blaze of splendor. You are playing as a Johnny Turbo, a cyborg with a chainsaw leg, who intends to eliminate whatever he sees. It is recommended for those fans of old school shooters and new fast-paced movement-based arena shooters.
In this guide, we will show you the Massive Improvement for Early Access in Turbo Overkill!
Massive Improvement for Early Access: Turbo Overkill
As an Early Access game, Turbo Overkill right now can be completed in around 8 hours. Each level is about 1 hour long and the level designs are brilliant. There is some platforming in the game that requires to have some precise movement. Sometimes the design of the map might be a little confusing and difficult to figure out where exactly you have to go.

Weapon balance has been tweaked here and there, a little more power to the uzis and the waster shotgun base fire, and more burn time for the flamethrower. Weapons still lack impact in their sound effects.

The main criticism of Turbo Overkill’s demo is the sense of challenge and incentivization for engaging in multiple weapon tactics. The mobility and weapons are there but not the need to use them wisely. Two main issues are resource management and alternate fire cooldowns.

In the early access version, you can see a major change to the available ammunition on the hard and extreme difficulties. You can’t purchase ammo from stores anymore, ammo only comes from the pickups around the map. Since you can’t buy ammo whenever you want, exploration becomes more important. Finding three shotgun shell pickups is something to actually get excited about, and second, you can’t just spam shotgun grenades and super shotgun all day and then refill back to 60 in the next room.

Ammo decisions are made even more important with the significant change to the shotgun stun grenade ammo consumption. Previously, the powerful three-level charge attack that damages, stuns, and multiplies damage during the stunning state only cost one shell per charge, now triple that. It makes the stun grenade feel more tactical, less cheesy, and more important to use in combination with other weapons to take advantage of the damage boost during the stun.

Whenever you switch to another weapon, you have to wait a split second before the swap animation comes out to be able to fire, and it feels like there’s an unnaturally long delay when switching to a chain gun before you can activate the flamethrower transformation.

The biggest highlights are the glass panels being shot out to reveal structures behind them, the retro purple-colored virtual environment and suddenly finding yourself in a huge map that you are flying in your car from building to building.

Turbo Overkill is still in early access. It’s not without its faults and if you come at games from a more balanced and general review perspective, how the game’s systems work together, and Turbo Overkill is going strongly in the right direction. We hope it gets the support it deserves.

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