Quick Controls
- WASD → Move. The surrounding action advances with movement.
- Left-click → Shoot or collect a weapon. Check whether you are already armed.
- Right-click → Throw the weapon. Use it when changing equipment.
High Score Tips
- Look at the direction of incoming bullets before choosing a step.
- Reach for a weapon only after identifying the threat on its approach.
- Stop extending a movement once it provides the angle you needed.
Work through a first-person encounter by using still moments to read threats and movement to create the next shot.
- Developer
- GoGoMan
- Classification
- Slow Motion
About Time Shooter
Time Shooter is the original entry in GoGoMan's slow-motion shooter series. It places you in a first-person encounter where movement affects the pace of the surrounding action. Still moments are useful for looking around, choosing a weapon, and reading attacks before you commit to another step.
The encounter combines two simple decisions: where to move and what to hold. Left-click can collect a weapon or fire the one already in hand, while right-click throws it. A good next action therefore depends on the current equipment as well as the enemy's position. Reaching another gun is a commitment through the scene, not an instant inventory swap.
How to Play Time Shooter
Defeat the encounter's enemies while avoiding the attacks that develop as you move.
- Inspect the scene, including enemies, visible shots, and reachable weapons.
- Collect equipment with left-click or the listed F pickup action.
- Use WASD for a planned adjustment, then aim and fire at the exposed threat.
- Reassess the remaining enemies before throwing a weapon or starting the next approach.
Controls & Timing
Stillness is observation time
The scene slows almost to a stop when you are inactive. Use that interval to inspect incoming danger; do not treat a visible bullet as something already neutralized.
Collecting is part of navigation
A replacement weapon occupies a place in the room. Account for the movement needed to reach it before giving up the current item.
Controls
| Input | Action | When to use |
|---|---|---|
| WASD | Move | Advance toward a selected angle. |
| Left mouse button | Shoot / pick up weapon | Fire or collect according to the current state. |
| Right mouse button | Throw weapon | Discard the held equipment. |
| F | Pick up | Use the pickup action listed for this entry. |
High Score Tips
- Read motion before distance. The nearest enemy is not the only danger if a projectile is already travelling toward you. Include the attack path in the next movement decision.
- Choose a stopping point. Aim to end a step where a target is exposed. Continuing past that point advances the encounter without necessarily improving the shot.
- Check your hands before clicking. Acquiring a weapon and firing are different results of the same primary input. Recognizing the held state makes the next action intentional.
- Revise the first unsafe step. After defeat, identify where the route crossed an attack or exposed another enemy. Change that decision before merely trying the same sequence faster.
Key Features
- Original series entry: A compact introduction to movement-linked firefights.
- Near-still observation: Inactivity gives you time to read the scene.
- Pickup-and-fire input: Equipment state changes the left button's purpose.
- Throwable weapons: Disposal helps connect one item to the next.
Frequently Asked Questions
Is stopping a guarantee of safety?
Use it to inspect the slowed scene. Visible threats still need a response, and the next movement can bring them closer, so plan around the attacks rather than ignoring them.
How do I throw a weapon and pick up another?
Use right-click to throw and F to pick up. Choose the next weapon and the route to it before discarding the one in your hands.
Why does picking up a gun require planning?
You must reach its position while the encounter progresses. Check the enemies and attack paths along that approach before discarding the weapon already available.
How is this different from the SWAT sequel?
The original focuses on enemy-clearing and weapon choices. The hostage rescue, armor, and door-breaching systems described in Time Shooter 3 are additional mechanics of that later entry.