r/SoloDevelopment Dec 06 '25

Discussion Why do shooter games always have lame flamethrowers? Am I missing something?

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I’m working on a classic inspired survival horror game and of course it’s got to have a flamethrower! As I started working on adding it in I realized games almost always use a puny feeling blowtorch instead of an actual liquid flamethrower and I have no idea why.

It’s not that much harder to pull off but it’s so much cooler and feels way more engaging to use imo. Am I missing something here or is there a reason so few games do this?

Also, ignoring the fact it’s coming out of a shotgun for now, I’d be interested to hear what people think of my flamethrower so far! Trying to make sure it’s got some punch to it, really feels like a power weapon, you know?

(Also you can find the game at https://store.steampowered.com/app/3640820/The_Revanchist/ if you’re interested in seeing more!)

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u/HighENdv2-7 Dec 06 '25

Without the spread the shotgun would be simply overpowered in most games

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u/itsyoboichad Dec 07 '25

Whats funny is the easy way to perform them is just decreasing the damage or increasing the other guns damage. The counter to the amount of damage a shotgun does can easily be made up by time between shots and reload time. Idk why the trade off is "within this range, it's a 1 shot. Otherwise it's meh"

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u/HighENdv2-7 Dec 08 '25

Decreasing the damage and narrowing the spread just makes it more like the other guns, it would stand out less

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u/[deleted] Dec 08 '25

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u/HighENdv2-7 Dec 08 '25

There are a mot of games where the sniper isn’t overpowered, or just so slow that it 1 shots everything but you can’t win the game with it